According to ms3d I used every joint.
 
----- Original Message -----
From: Ken Birdwell
Sent: Sunday, January 27, 2002 3:25 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] (no subject) (Skeletal Errors)
 
Well, the other thing to look at is studiomdl will also remove all bones that have no effect on the rendered model.  If your animator created a model with no vertices attached to either "Bip01 L Leg" or any of its children, then studiomdl will remove this bone from the bone hierarchy and when it goes to attach your hitbox, it won't be able to find it.
 
 -----Original Message-----
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 26, 2002 7:28 PM
To: HLCoders
Subject: Re: [hlcoders] (no subject) (Skeletal Errors)

None of the files have been renamed I said.  Besides I am running a millkshape environment, not a MAX environment.
 
----- Original Message -----
From: Pat Magnan
Sent: Saturday, January 26, 2002 8:02 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject) (Skeletal Errors)
 
Ken answered your question already dude :P Just rename the bones in
the .qc file..


> Some versions of Max rename the bones without asking.
Use "$renamebone
> <from> <to>" to make a unified list.  See player_shared.qc for an
example.


>
>
> :P
>
> Umm can anyone like actually help me with the info I have provided?
>

---------------------------------------
Eighty percent of life is showing up.
  -- Woody Allen
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