Making $jigglebones in 3ds Max for Source
$jigglebones are bones that can automatically generate secondary motion without being animated. Making a $jigglebone in WWMT requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers.
Attachments & Particle System UI
Attachments are points on your model where you can attach extra models and particle systems (guns, sprites, etc). This page details both Attachments and Particle Systems since the Particle System controls are also in the attachment rollout.
Making your 3D Skybox
Explanation on making a 3D Skybox in 3ds Max with Wall Worm.
Character Models
Articles related to making character models for the Source Game Engine.
Making Your Sky
Series on making your 2D Sky and 3D Skybox in 3ds Max for the Source Engine.
3ds Max Tools
3ds Max Tools that help with game development. All tools have been or are actively used by Wall Worm.
Hitboxes and Bone Properties
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Model & Basic QC Rollout
Explanation of the model and basic qc rollout inside WWMT where you assign the mesh, set model/material paths and set some basic parameters.
Utilities Rollout
The utulities rollout contains various features, functions and utilities to help work with WWMT models.
Level Design
An introduction into level design for Source using 3ds Max.