Using the IK Tab
Articles pertaining to the IK functions in Max and how they translate into settings for Source Game Engine models.
A Decade of Wall Worm
Wall Worm turned 10 years old in 2020. Here is a little status update.
VMF Importer
You can use Wall Worm to import a VMF into 3ds Max. This allows you to bring in your Hammer project into 3ds Max.
Collision Model & Physics
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.
Wall Worm, the Angry Teapot and the Art of Xen
Latest news on Wall Worm development, the Angry Teapot Awards and some insight on the future development of Xen in Black Mesa.
Exporting Your Static Prop
Basic explanation on using WWMT to export your static prop into Source.
Studiomdl.exe - Check for write enable
This error occurs when the path for the output model does not exist. This is an error that happens at the compile stage and will happen if you are compiling straight from WWMT or by compiling manually from the batch file.
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.