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Report article RSS Feed 3D's Max - Exporting Human Models To MOW

In this tutorial you will see how to export models from the 3ds max to MoW autor: Vora_bat translation: [killz]

Posted by [killz] on Aug 21st, 2013
Basic Skinning.


killz wrote:To see image in full size just open it in you browser

killz wrote:Some author text has been removed to facilitate understanding

We assume that you already have a model in 3d max. First, let's open a soldier from the example that comes with the plug-in for 3D Max - gb_com.max

Next click on the model, it is called the Skin

Delete it. As a result, we will see some kind of android

Android is certainly cool, but we need human body. Next, click on File -> Merge and select the model

I opened a ready model:

Pre-named model Skin open tab Modify, and in the list of modifiers add modifier Skin (action can be seen in the screenshot):

Add modifier Skin, click on it and see it options at the right part of the screen:

Click on the button Add, and select from the list following bones:

























In the end, you will have this list here:


vora_bat wrote:Now comes the most difficult thing. You will need to adjust the weight for each bone so that when you play the animation all sat like a glove, and it was not stretching polygons. Recommend starting practice with slight modifications of a soldier from the example, and then move to the setting completely new model.So, where to start.

First, click the button Envelope:

Then in the bottom of the list, select the bone, which will be set up. For a more intuitive explanation, I chose the bone Head

I will tell you the quickest and easiest way to set the bone.Put a check mark next to the item Verticles. This will allow us to select a point on the model that we want to link with some bones.

Then in the edit window, select the entire head:

Next, find the option Abs. Effect, and set there the value from 0.0 to 1.0.

  • 0.0 - means that the points are not attached to the bone
  • 1.0 - in turn, means that the point is completely attached to the bone.

Part of the model changes it color depending on the parameter.

The head is attached to the bone. We have to check what happened. Push the start button of the animation playback at the bottom, and watch as the head will react to the movement of the bones:

vora_bat wrote:On the surface, everything looks good, the model's head is moving normally, no stretching polygons. Now we can start the rest of the bones. However, I think it is you're able to do it themselves, most importantly do not forget to check the model in motion animation, and if you tangled in the bones - you always have a ready-made variant in the example, where you can see the settings of the different bones.

In the end, you should have something like this:

After that, we have to link the Skin to Basis, this is done as follows:

Now go to Object Properties:

And there in the tab User Defined prescribe Poly

When you're finished, go to File -> Export

In the file type, select MDL Scene Export (*. Mdl), and write the name you want, it does not matter

A window appears in which you specify the path to the folder where you exported the model (it is desirable to do so as in the screenshot in terms of checkmarks and other things, the path to the resources of games in its sole discretion) Click Export


Most likely at first during the process of export will be a lot of mistakes, but if you've done all the steps right, the error should not be. As a result, you get a folder which contains the ready humanskin. This folder you put in the: resource/entity/humanskin, and then create the desired .set file in resource/set/breed, specify where in the {skin ...} the name of your skin. If you for example want to change the name in the configuration process with 3d Max, go to the "User Defined" of the Basis, and in the line "Model = entity/humanskin/eng-com" change "eng-com" on any other name.

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Post comment Comments
Chompster Aug 21 2013 says:

awesome tutorial [kills]! a much needed one indeed!

+6 votes     reply to comment
Ardman55 Aug 21 2013 says:

Thank you so much for translating :D!

+4 votes     reply to comment
brandflakes18 Sep 2 2013 replied:


+3 votes     reply to comment
Mister_Vogel Aug 21 2013 says:

And what if we DON'T have a model ready ?

+3 votes     reply to comment
λpone Aug 21 2013 replied:

Then make one.

+2 votes     reply to comment
BrimM91 Jul 24 2014 replied:

Is there any tutorials anywhere on how to do that?

+1 vote     reply to comment
λpone Jul 25 2014 replied:

Well, I don't make models from scratch. I port them from other games. Look up a tutorial on how to acquire the models you are looking for. There are also sites that host 3d models of characters from games already in 3d Max format.

+2 votes     reply to comment
[killz] Author
[killz] Aug 22 2013 replied:

This is a tutorial how to export the models and not how to configure them.

+3 votes   reply to comment
λpone Aug 21 2013 says:

Thanks for the tutorial.

+2 votes     reply to comment
SS-Obersturmführer Sep 7 2013 says:

Hi friends, I have models but when i load them the .max file does not load but the .3ds and others do however they are not colored, and i know the models already have full color etc. please pm me if anyone can help and I will explain more.

Thank you


+1 vote     reply to comment
AubeSangante Sep 15 2013 says:

Hmm is that work with 3dmax 2009 ?

+1 vote     reply to comment
[killz] Author
[killz] Nov 30 2013 replied:

plug-in should work with 3ds max 2009, but can't promise anything.

+1 vote   reply to comment
amir1358 Jan 3 2014 says:

oh i very tired i exporting but not show in game do you have email please give me email

+1 vote     reply to comment
xX(Warrior250)Xx Apr 7 2014 says:

Great job on this one now im getting used to exporting stuff! now im gonna use arma 1 and few half life models for my own use.

+1 vote     reply to comment
amir1358 May 31 2014 says:

please see this video tutorial skin export for mow with this tutorial you can export enjoy

+2 votes     reply to comment
UPMarksman Nov 10 2014 says:

Hey, if anyone read this! One question, how can I export a model which has a body and has separate textures in it? Example as that of Vietnam and Condemned Heroes skins (1 skin.ply and 3 .mtls body, head, and ammo). Please can reply!!!

+1 vote     reply to comment
[killz] Author
[killz] Jan 3 2015 replied:

Just do the separate materials in the 3d max

+1 vote   reply to comment
adrianezequiel Nov 16 2014 says:

como hago para que funcionen los modelos 3d que se descargan de la pagina tf3dm???

+1 vote     reply to comment
adrianezequiel Nov 16 2014 says:

as I do to make work the 3d models that are downloaded from the site tf3dm?

+1 vote     reply to comment
srahuy Jan 15 2015 says:

I want to edit some skin in MOW Vietnam. How can i do it? I have 3dsmax 2009.

+1 vote     reply to comment
[killz] Author
[killz] Mar 14 2015 replied:

Only rip them from game, edit and export to game.

+1 vote   reply to comment
floods94 May 9 2015 says:

I have understand how export models, but how did you get teh model from men of war which will give you the "android" ?

+1 vote     reply to comment
bassmaniac May 22 2015 replied:

The model had been given by DMS few years ago.
you can find it here (examples 3d DMS.rar):

+1 vote     reply to comment
Comrade-Norsch Aug 11 2015 says:

Because of this tutorial, I have ported my first soldier into MoW! But I have one problem, and that's my model's arms, he runs around like he's imitating an airplane! My question is, my model is in a T-pose, where as in your tutorial, your model already has his arms at his side. How do I manipulate my models arms to conform to the skeleton of the engine? Please give a semi-detailed description because I am very new to modeling. Thank you!

+1 vote     reply to comment
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Apr 18, 2011
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