By the way, it seems Esto100nec1 had a guide on in-game archives; maybe to save time and effort, you could just attach a link to your guide? Or even quote the main points from it, if Esto100nec1 doesn't mind.
Okay, when I have the chance, I'll send you a document describing those simple editing options I was talking about, and I'll show you with screenshots. I think you'll figure out how to present it in a more accessible way for the viewers.
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And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
Can I ask, is this about adjusting the model's animation based on coordinates, time, cycle length, and playback speed, or is it a specific fix that allows you to use a stationary movement animation, but only in the context of the 5th game?
Is this a "side effect" of converting to SMD, where after the conversion, all the meshes/materials are merged into one?
I don't think it's implemented because I've gone through all the possible material parameters, but I haven't been able to achieve the desired result. However, as I already said, it can be fixed with some "tweaking" using the "Shell" modifier in 3ds Max, at least on the models I've worked with. It's also likely that this can be fixed by duplicating and mirroring the polygons.
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And I'm 100% sure that it's not, because if it were, the developers wouldn't have duplicated the sides, for example, in the chain of monks.
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And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
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I found an error in the order of actions in my guide. I know how to fix it. It will be fixed.