I'm having some problems character animating Source characters in 3DS Max, and am almost completely unable to find information on how others go about it.
I'm specifically using the Day of Defeat source animations as a base, however I'm having workflow problems.
I'm quite fine animating, it's the setting up that's getting me. Here's how I go about it.
1) Import the w_weapon reference smd
2) Import the player reference smd
3) Import the animation smd that I'm working on.
By this point, I usually find that one of the bones (typically the right hand - the attachment bone) has stretched itself off into the distance.
4) Do my animation stuff with auto key etc.
5) Export sequence smd
6) Compile etc.
Now here's another big problem. When I've compiled and check in mdl viewer, I tend to find that one bone (again, typically the right hand) has suddenly inverted itself and the mesh is all screwed up. I believe this is due to a mirrored parent, which I assume is something to do with having the w_weapon import and then the player import - so there are 2 right hand bones (only I thought one overwrote the other as there is only one in scene).
So I want anyone else who character animates in Max to please post their workflow and any tips, because I can't compare my workflow to others any other way and thus can't find the cause of the problems.
Also if anyone has tips on using IK and helpers please dish
Thanks guys

