Using the IK Tab
Posted on Dec 2, 2012 | Last Updated Feb 27, 2019
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
IK, collisionjoints, jigglebone, jointcontraint
Collision Model & Physics
Posted on Feb 12, 2012 | Last Updated Mar 15, 2017
The Collision Model & Physics rollout in WWMT. Assign a collision hull, create a hull with the Quick Hull function and use advanced features such as the Convexity Hull Wrapper.
collision model, rollout