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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.

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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.

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collision model, rollout