Using WWMT

Posted Feb 12, 2012

These articles walk you through perfoming various tasks with Wall Worm Model Tools and 3ds Max.

Preparing Your Model

Posted on Feb 12, 2012 | Last Updated Jan 5, 2014

Preparing your model to export your model with WWMT in 3ds Max to the Source Engine.

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Exporting Your Static Prop

Posted on Feb 12, 2012 | Last Updated Apr 20, 2016

Basic explanation on using WWMT to export your static prop into Source.

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Collision Hulls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 25, 2017

Using WWMT in 3ds Max to create your model's collision hull with the Quick Hull feature.

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hull, collision, cm, convex, concave, collision model, physics model

Export Textures

Posted on Feb 12, 2012 | Last Updated Dec 12, 2014

How to export your model textures from 3ds Max to Source.

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material, vtf, export, model, valve, source, vtex, wallworm

Export Multiple Texture Skins

Posted on Feb 12, 2012 | Last Updated Nov 7, 2016

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

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skins, texturegroup

Export Body Groups | $bodygroup

Posted on Feb 12, 2012 | Last Updated Jan 13, 2017

You can export body groups ($bodygroups) directly into Source in 3ds Max.

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Generating LODs

Posted on Feb 12, 2012 | Last Updated Feb 13, 2012

The Level of Detail Generator on the Level of Detail Tools Rollout lets you generate LOD models from the root mesh. The tool will make lower-res versions of your model so that less polygons are rendered in-game when players move farther away.

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Making Ragdolls in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.

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ragdoll, collisionjoints, ik tab, joints

Making $jigglebones in 3ds Max for Source

Posted on Feb 12, 2012 | Last Updated Jan 18, 2015

$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.

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Making Facial Animations

Posted on Feb 12, 2012 | Last Updated Feb 7, 2015

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

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