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.
Collision Hulls in 3ds Max for Source
Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.
Animated Textures
Instructions on creating an animated texture in 3ds Max and exporting to Source.
VMF Importer
You can use Wall Worm to import a VMF into 3ds Max. This allows you to bring in your Hammer project into 3ds Max.
Wall Worm Model Tools
Wall Worm Model Tools is a collection of tools for getting your models and textures from 3ds Max into the Source Game Engine.
Rotating Textures
Instructions on creating VMTs that animate the texture rotation.
Export Body Groups | $bodygroup
You can export body groups ($bodygroups) directly into Source in 3ds Max.
Understanding How to Set Up Paths
Many new users of WWMT find themselves confused when it comes to the setup of WWMT. This is primarily because there are some specific paths you must set correctly for the automation of WWMT to work.
Error Code 126
Startup Error Loading Wall Worm
Solution to a startup error and VTF bitmaps not loading in 3ds Max.