Wall Worm Model Tools
The Wall Worm Model Tools (WWMT) is a MAXScript utility to help you send your models from 3ds Max to Valve's Source Game Engine. The purpose is to make the process go faster. If you've ever made a model for the Source Game Engine, you know how much of a drag it is--all of the work comes after you've designed your model.
With WWMT, there is no more need to write QC and VMT files in most circumstances. With WWMT and the VMF exporter, you can even output your models and level all at once!
Here are some pages to help you learn more about WWMT:
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
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.
$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.
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.
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.