Advanced Bone Settings
Working with bones in 3ds Max and Wall Worm is fairly simple. There are a few things to understand in terms of how the exporters work and how bones are collected in the export process.
Technically, every object that exports to an SMD is considered a Node, whether it is a Mesh object or a Bone object. Each mesh's pivot exports as a bone and has geometry tied to it. Each bone exports just as a bone node (with no geometry).
When WWMT exports the SMDs, it automatically sets each node in its export list with the following default logic:
- Each Geometry object is a node with geometry.
- Each Bone object (Bones, CAT bones, Biped Bones, etc) export as nodes with no geometry.
- If any of the Geometry nodes in the export list have a Skin modifier, all bones in the skin modifier are also exported as bones.
- If there are hulls, all hull nodes/bones will get added to the root SMD's bone list.
You can assign the export nodes in the main WWMT UI using the Append or Add Sel buttons in the main Model & Basic QC rollout. You can assign either geometry or bones this way.
- Select the WWMT Helper in the scene.
- Switch to the Modify Tab in the Command Panel.
- Scroll down to the Models, Attachments & Bones rollout.
- Click the Pick button and pick a node in the scene to add as a bone.
Advanced Bone Properties
If you need to set advanced settings for your bones, you can do this by adding the WW Bone Attributes to a Node.
Add Bone Attributes
The Bones Attributes can be applied via the WW Bone Tools.
- In the main menus, click Wall Worm > Wall Worm Model Tools > Bone Tools.
- Select the bone(s) that need modified.
- Click the Add Bone Attributes to Selection button.
Modifying Bones Properties
Once a bone has the bone properties, you can always edit them in the modify tab when the bone is selected.
General Bone Properties
To use any of the general settings, you must check the Use General Bone Properties. This group of options sets parameters including these:
- Add a $definebone to QC
Collision Model Joints
This section of options relate only to collision models. To use these, click the Use Collision Model Properties checkbox.
- Mass Bias
- Joint Inertia
- Joint Contents
*Note that $jointconstrain limits are still controlled in the IK tab for the bone.
As of WW 2.4+, Jiggle Bones are no longer automated based on the IK parameters of the bones. Now you must explicitly set jigglebone parameters via this set of options. To use Jigglebones, you must turn on the Use Jiggle Properties chekcbox and then click the Is Jigglebone option. Now set all the parameters available for flexible, rigid and spring jigglebones.