I'll bear your workflow in mind Lafette II, but I use Blender rather than 3DS Max and am having a horrible time when importing a make human model from Blender. I'll check out the rogue trees and see if that shader fixes em, they are default old media so may well have not been updated.
Most of these tests have been a direct make human to GG so far, as Blender introduces other issues (the character is far too big, scaling n Blender goes crazy
, scaling in GG makes the character start up out of sight and end up falling through the floor
) This is of course much down to me not knowing what I am doing, and importing bone rigs from make human, but I feel many of us GG users here will be in a similar boat when it comes to adding rigged entities.
The reverseframes option fixed the eyes so thanks for the pointer Lee
I had seen that in the fpe settings but I thought it was to reverse the animation frames in some fashion
I still get issues with the hair, transparent parts in front of other parts end up see through, rather than showing the hair behind. I can also still see through it to the characters back and such.
I also found if you use the apbr_anim8bone.fx it seems to set the object correctly directly from the importer. I found this when trying to import an animated model. No luck at all with getting the model to work properly, but it looks ok, when I finally get to find it, lol. The main issue I have had is getting the scale correct
It doesn't help that I have to reload GG every time I change the model. Small fpe changes will work by simply reloading a blank level generally, but often it needs to be re-loaded.
As PCS stated above, I'm mainly interested in a simple way to get animated npc's into GG. It's definitely not an easy task. The importer is better and the models look great when imported, but at the second it is just a way for me to import a fancy statue. I can import the mh rig into Blender and animate it, but importing the final thing into GG just does not seem to work at all. I'm using the game mode rig in make human (there are more advanced ones (other bones to control er, bits that aren't strictly bones), but I figured the game one would be the best starting point).
Does anyone know what the error message means when I tried to append the ubersoldiers anims to the wonderwoman npc? Would it be bone names or the number of them? Or simply the fact it is a different model? I've pretty much given up importing a Blender animated toon in at this point. I might even start to look at making cc parts instead, which may be easier.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.