Men of War: Assault Squad 2 features new single player style skirmish modes that take players from extreme tank combat to deadly sniper stealth missions. Commanders can now faceoff against opponents on various new multiplayer 1v1 – 4v4 maps. To truly bring the battles to life though there is the new 8v8 game mode designed for huge battles on spectacular maps. This new Assault Squad game brings significant game engine and visual improvements as well, with special attention paid to ones that were highly requested by the players.

Post tutorial Report RSS Updated Character Model Porting Tutorial

After going through on previous tutorials and by trials and errors, I upgraded sample file and modding pattern to have more accurate and easy porting method with various fixes, which I would like to share with the community to have everyone able to port their desired characters to game without much trouble.

Posted by on - Intermediate Players Modelling


Combined Pack of All Required Tools and Samples - Google Drive

Combined Pack of All Required Tools and Samples - Dropbox

Official 3d Max to MOW Exporting Plugins Link

Tutorial PDF - Google Drive

Tutorial PDF - Dropbox

Special Note:

-For easy porting, apply skin over this SKELETON ( Google Drive , Dropbox ) and leave the provided BONES VALUES, where only apply them in case if you don't get your desired result.

1st Step:

-There are various 3d model types but you can only import/merge .OBJ formate 3d models for porting. So first step is to have some model samples from deviant art and some other 3d model sites by following:

But to convert model from other formates, most likely XPS, you need XNALara XPS

Important Note:

By XNALara XPS, change character pose and height according to 3d Max Skeleton or in other words match XNALara XPS Skeleton same as 3d Max Skeleton, for example, select palm or hand of character in XNALara XPS and give it same X axis, Y axis and Z axis values as in 3d Max, does same to all bones in XNALara XPS, by that you don't have to rig it in 3d Max and your exported model from XNALara will accurately skin on 3d Max Skeleton due to same pose as of 3d Max Skeleton and you can save hours of moving and placing mesh in 3d Max, where you just need to fix minor mesh issues according to provided video.

2nd Step:

-After conversion open provided sample file and import/merge converted or downloaded model (open the file with in folder of "Without Mesh).

3rd Step:

-Now follow following Videos for rigging character (but make sure don't change any pre-set properties of sample file, as I set it with fixes in it)

4th Step:

-After conversion ATTACH => Skin to Rig Model (which you placed on bones) and apply following values to bones after fixing mesh according to provided videos (as per model size) to fix various in game vs 3d max bones displacement issue (and make sure to apply this setting with in given sequence 1st:Ik_updown, 2nd: clavicle_left / clavicle_Right and so on):

Ik_updown / Chest :

X= -2
Y= 0
Z= 115 (for taller upper body) / 118 (for shorter upper body)

clavicle_left / clavicle_Right / Shoulder Bones :

Left :
X= 2
Y= 10
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Right :
X= 2
Y= -10
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Rotation (apply to both clavicle_left / clavicle_Right):

X= 90
Y= -90
Z= 0

Hand / Shoulders - Handle1L / Handle1R :

X= 2
Y= 20
Z= 145 (for taller upper body) / 148 (for shorter upper body)

X= 2
Y= -20
Z= 145 (for taller upper body) / 148 (for shorter upper body)


X= 0 / 0.3 / 0.5 (higher value = move head backwards)
Y 0
Z= 153 (for taller upper body) / 155 (for shorter upper body)

Hand - Palm1 Rotation:

X= -19 / -35 (for taller upper body)
Y= 0.0 / 12.5 (for taller upper body)
Z= 155 / 150 (for taller upper body)

X= -20
Y= 0.0 / 2.5 (for taller upper body)
Z= 25

5th Step (Optional):

-Fix for opacity of objects:

some object or models have opacity issues:


To fix it, just port them as they look in picture, while change values with in files to fix it and also delete and replace texture files from model source folder (where .OBJ file is) to EXPORTED model/skin folder (where skin.ply file is):

apply optacity

6th Step:

Port your rig to game and enjoy the show:

merge from ofoct 2

So please comment and share this tutorial while all credit goes to Bethesda Softworks and KONAMI for sample models.


Very helpful I now how to make skins but can’t get the shoulders and arms wieghts to work nice or look nice in game but you help me out thanks

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can i use something instead of 3D Max?

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