Export Body Groups | $bodygroup
You can export body groups ($bodygroups) directly into Source in 3ds Max.
WWMT Utilities
Some information on utilities in Wall Worm.
Other Tools
Some of the less common tools packaged with Wall Worm.
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.
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.
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.
Sky Writer
Sky writer allows you to render your 3ds Max scene straight into the Source Game Engine as a HDR 2D sky texture (also known as a cubemap).
Visgroup Manager
The Visgroup Manager in Wall Worm allows you to arbitrarily show/hide objects in your scene.
MDL File Loader
Geometry Plugin to load Valve's MDL files directly into 3ds Max.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.