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JK2 skeleton for gmax


oreo

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Seems uncooth (sp?) to use Milkshape because bone weighting in *max allow a vertex more than one bone assingment. I think JK2 supports up to 5 bones for any vertex (correct my number there if I'm wrong). I know it supports them though, and Milkshape isn't capable of that. So your models would look more rigid in animation then one exported from 3dsmax.

 

Raven should give the fans what they want...a gmax gamepak!

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accident. I didn't even notice it at first. Yeah, I meant to write Milkshape for that last acronym. Well, I knew what I was talking about anyway. How rigid deos the model look when exported from Milkshape anyway? I would imagin seeing the facets MUCH more pronounced.

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