If someone wants to work on the skeleton ill add support for it into the script.
Just move the texture file (.txb) in the same directory as the model (.hxt)
and it will load it if they are named the same example (chr272.hxt / chr272.txb).



If someone figures out bone parenting the rest will be very easy.Tosyk wrote:thanks for this! is it possible to get bones and weights?
if bones have names paranting could be done with maxscript, I mean hardcoded. I did that many times.chrrox wrote:If someone figures out bone parenting the rest will be very easy.Tosyk wrote:thanks for this! is it possible to get bones and weights?
can bones and weights be added without parenting? at least we could parent them manualy.chrrox wrote:there are no bone names.
if adding bones/weights it's a trivial thing at the point and you can add them today I might do that and post my researches here.chrrox wrote:The skeleton is local.
I could add bones and weights but the bones are in a pile at the models feet and would need to be moved to the correct position.
That is why i needed the bone parenting to transform the bones to the correct position.
If you want to try to move the skeleton to the correct position ill add it for you it might help find what bones are what.
thanks, I managed to raw re-map bones for chr053. here it is:chrrox wrote:Here you can try it.
sure (max ver. 2009)chrrox wrote:you should send some of the files so I can see them in max.