Converting to GLM via Assimilate
Run Assimilate (borg icon file)–
goto File - > Add Files, then select the file _humanoid.gla (see previous tutorials for where you extracted everything, if you are not sure what I am talking about.. this file was located within the assets0.pk3 file, in the models/players/_humanoid/ directory – it should now be within the directory c:\base\models\players\_humanoid\)
After adding that file, goto Edit - > preferences. Make sure all fields are empty except compiler, which should now read c:\base\carcass.exe, or wherever you have carcass located!
Now, from the assimilate menu, Hit the B icon.
It will ask you to name the reference file – name it Model.car, and continue.
You will see this:
Hit any key at the end
Should all go well, you should have a GLM file now named model.glm within the _humanoid directory.
ERRORS YOU MAY ENCOUNTER WITH ASSIMILATE
Too many bones assigned to one vertice – Vert XXX of part Model_part has X assignments, max is 4!
------ just as it says, you have one vert linked to too many bones
Fix? check the assignments of that part in Max in skin modifier – they support a max of 4 bone weights per vert
Unable to find model parts xxx xxx xxx – Program could only find 46 of 80 parts, etc –
------ this means you have not linked the files properly
Fix? Go into Max, double click the main root of the model (model_root or perhaps just Hips part on yoru model) – This should select all linked pieces. If anything does not get selected, aside from the skeleton, you need to link it back in Max.
Vertice 111 of part Model_Hips is unassigned
------ specific vertices of a certain part were not assigned to a bone
Fix? In Max, assign the specific vert to a bone
Most reasons are self-explanatory.
If anyone can think of any further errors please contact me and I will update it!