Game Development Community

How do I make a "Mountpoint" exactly? 3DSMax

by Charlie Barkley · in General Discussion · 07/27/2011 (1:18 am) · 6 replies

Cleaned up the Thread



Problem:

I made a Skinning Knife object and and finished everything for it but the "MountPoint".

So I created a "Dummy" in 3DS Max 2012.
I called that dummy "mountpoint"
I put that node now within the handle part of the knife.
Now I open my the hierarchy diagram (Screenshot added)

img194.imageshack.us/img194/1631/sssnt.th.jpg
I connect the "mountpoint" with "start001" - why? Because I've seen it on another .max file someone did. And I can't find any manual which tells me thats wrong :(

Now I export all of these - opening Torque Test World - Open Shape Editor - Open my Skinning Knife...

And Tadaaa...just the node called "SkinningKnife200" appears which is the default node -.-


Can please anyone tell me what I'm doing wrong :(

It's my last step to complete this - I'm going nuts on such a simple step


greets Charlie

#1
07/27/2011 (4:48 am)
'mount0' node use for character shape.
you must use 'mountpoint' node.
#2
07/27/2011 (6:01 am)
Well I did renamed it to "mountpoint" but still doesnt work - Shape Library just shows the default meshname node
#3
07/27/2011 (7:00 am)
Still doesnt work :(
#4
07/27/2011 (8:16 am)
I got the solution

create a mount.cfg

Always Export:
mountPoint
mount0


IT HAS TO BE withing the directory your .max file of your exported Object will be...why nobody ever told :(
#5
07/27/2011 (9:01 am)
engine demo's weapon and character sample .max or milkshape3D file in demo's art data directory.

you need look these samples, before setting your data.
#6
07/27/2011 (11:14 am)
...the CFG file is the Artist's best friend, ;)!!