Quick Search

More Options

Advanced Search

Brushify

Posted on Feb 15, 2016 | Last Updated Apr 22, 2020

Brushify is a new geometry modifier to quickly make your objects brush-friendly.

Read More

brush, modifier

Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Jan 15, 2020

This page explains how to export your facial animations into Source. Facial animations are done using a different procedure than most animations in Source.

Read More

vta, facial, morpher, morph-o-matic, flexfile

Running the Model Tools

Posted on Feb 12, 2012 | Last Updated Jul 23, 2022

How to run the Wall Worm Model Tools for the first time.

Read More

Using WWMT

Posted on Feb 12, 2012 | Last Updated Feb 12, 2012

Articles on using the Wall Worm Model Tools.

Read More

Known Issues

Posted on Feb 12, 2012 | Last Updated Jul 29, 2013

Known issues with various Wall Worm tools.

Read More

OSL WorldVertexTransition

Posted on Apr 25, 2018 | Last Updated May 7, 2018

The OSL Shader for WorldVertexTransition.

Read More

osl, blend, worldvertextransition

Convert Blends and 4ways to OSL

Posted on Jul 24, 2018 | Last Updated Jul 24, 2018

Converting DX Blend Shaders to renderable OSL shaders.

Read More

render, displacements, directx, osl

When Opening Scene there is a startup script error.

Anvil embeds reference to a script in your 3ds Max scripts folder. If that file is missing, there can be an error.
Posted on Oct 13, 2014 | Last Updated Oct 13, 2014

Anvil embeds some scripts for scene startup to protect displacements from being invalidated via improper manipulation. Older versions of Anvil referenced a file that could cause an error if missing.

Read More

startup, script, error

Cordon Manager

Posted on Jun 9, 2012 | Last Updated Jun 9, 2019

The cordon manager lets you use multiple cordons and limit the compiling of your level to the area inside the cordon.

Read More

cordon

Export Multiple Texture Skins

Posted on Feb 12, 2012 | Last Updated Sep 22, 2019

You can give your model multiple skins (textures) so that the same mesh can look differently in different uses.

Read More

skins, texturegroup