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.
Making Ragdolls in 3ds Max for Source
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.
Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
Animated Textures
Instructions on creating an animated texture in 3ds Max and exporting to Source.
Exporting Animated Particle Textures
Instructions on exporting animated textures straight from 3ds Max into the Particle Editor.
Advanced Bone Settings
Information on adding bones to your model or controlling advanced parameters.
A Source for New Tools
2016 Year in Review for Wall Worm
Halloween 2016 news for Wall Worm and the release of a new MDL Importer for 3ds Max.
Hitboxes and Bone Properties
The bone tools allow you to give specific bones artbitrary surface properties, set mass bias and create hitboxes and hitbox groups.
Washed Out Textures
Instructions of getting your materials to import without being washed out in color.
Exporting a Level from 3ds Max into Source
Brush Geometry, 3D Skybox, 2D Sky, Animated Textures
Video tutorial and sample file on exporting a 3ds Max scene into a Source VMF file with Wall Worm.