Which model is that??
Its AYA_COS_04.tmc (.gmd) . Most of the character models of ng3re also have this wrong position mesh problem. I m not so good withax so I dont know any othe way to fix this
Ok, normally the body goes alligned with hips. There's a model that has rotation problem, allign it with hips (also check the rotation options), and the mesh will be rotated 90 on your x axis. Just select your mesh, go to your modifier window, select the skin modifier, roll down until you find the advance parameters, uncheck always deforms, after that, select the rotation snap and rotate 90 grades on your x axis.
For the head in that model:
Select it, then let's check the pivot point:
From that pivot point We can assume that we can not use the head or neck as a reference for the position or our mesh. Let's Use hips:
We're near, but the mesh position is not correct yet, then let's try this bone:
The bone is: WGT_acs_hair_b_1
Here is the result:
The head now is in the correct position. In this case, rotation wasn't needed.
Now the hair alligned with the Head bone (MOT01_Head):
And back hair alligned with the same bone:
Now the model is correctly assembled:
The next step, make a a new folder for your proyect, copy your tmc and tmcl files there (do not use the original files) because we're going to modiy the tmcl file by reinjecting back the geometry.
Back in max, with our model correctly assembled, Run the stick it back script, open the tmcl file inside of your project folder and just hit yes when it asks if you want to replace it. Start by selecting the meshes you located (one by one) and select inject vertices. Repeat the process until you have finished. The scene and the model you imported export it to whatever.smd (I use body) using am smd plugin exporter. Now, in Noesis, we're going to have something like this:
Export it as .obj with the next options:
Import your new model in max, without importing the OPTblur meshes, assign textures, attach all your meshes in only one mesh, convert to editable mesh, enter in vertex selection mode, select all your vertices and weld them by 0.001 to smooth the model. Export it as whatever.smd inside your project folder and we're almost done.
Download rig-o-matic by hunter from my skydrive (thanks to the resident evil modding forum)
https://skydrive.live.com/#cid=FFBE4E57 ... 49FCBE!177
Unpack, run the executable and where it says source model, select the first model you exported (the one with skeleton and the skin modifier). where It says unrigged, we're going to select the model you exported from the modified tmcl. Click on the rig button and It will start the process. The process can last from 2 or 3 minutes until 1 hour (depending how complex your model is). After that, you're going to get a secondmodelnameexported_rigged.smd. At this point we're done. Just Import your rigged model in max and reassign textures and that's all.