If you don't know G/Max very well this might not make much sense but here goes:
Treat your skin mesh and the bones that deform it as two different things. Copy your skin mesh modifier from the stack, collapse the stack on the skin mesh leaving an editable mesh. Scale up your bones. I like to scale my bones by scaling the root bone, not all the bones. Scale up your skin mesh. Use Reset X-Forms (Safe Pivot ON) in NWMax or Reset Bones button in Max's Bone Tools on your skeleton. You'll have to figure out which you need. Do a NWMax Reset X-Forms (Safe Pivot ON) on your skin mesh. Paste the skin mesh modifier back onto the skin mesh object.
I think that will do it. If your skin mesh deforms wildly the instant you paste back on the skin mesh modifier, go into the skin mesh modifier's settings and toggle Always Deform off, then back on.
I think that will do it. Skin mesh should never be scaled
as skin mesh, always as editable mesh. Scaling bones or bone objects with skin mesh is more of a general Max question than something specific to Neverwinter so if you still have problems you can find some other ideas on how to perform the operation from threads at places like CGSociety, etc.
I would also avoid doing any of these operations on bones which have animations on them in the same file/scene. You're much less likely to run into horrible complications by doing this scaling on a mesh with no animations and supermodeling it into a model that does.
Modifié par OldTimeRadio, 21 février 2012 - 09:44 .