This guide will show you how to get PSK and PSA files back into 3ds Max. There are 4 main reliable ways. 2 of those ways involve a program called MilkShape. The other 2 involve importer scripts for 3ds Max.
You will Need (please note these versions may not be compatible with your version of 3ds Max):
MilkShape: MilkShape 3D.
SMDImporter/Exporter (you will also need MilkShape): SMDImporter/Exporter Direct Download.
MD5Importer for 3ds Max: MD5Importer (Gildor version) Direct Download.
ActorX Importer for 3ds Max: ActorX Importer Direct Download.
The MD5 Way
Once you have created the MD5 files using UModel (Reverse Engineer Guide). Simply download and install the MD5 Importer into your 3ds Max Scripts folder (example C:\Program Files\Autodesk\3ds Max 2009\Scripts). In 3ds Max run the script then first import the MD5Mesh then the desired MD5Anim.
The ActorX Importer Way
Simply download and install the ActorX Importer into your 3ds Max Scripts folder (example C:\Program Files\Autodesk\3ds Max 2009\Scripts). In 3ds Max run the script then click “Import PSK” then “Import PSA“. Click “Load All” to load all of the animations onto the animation time line.
The First MilkShape Way
In the first MilkShape way you need to import the PSK and PSA files before exporting them as a .fbx file which 3ds Max can import. This is the fastest way but also produces the most animation errors. Some animations may need tweaking afterwards. Inside MilkShape first import the PSK file. Then import the PSA file.
The skeleton should turn yellow indicating the animation file was imported successfully. Export the scene as Alias FBX.
In 3ds Max go to File>Import> and import the .fbx file you created. On the import screen ensure that the “Animation” box is checked, and it’s a good idea to check the “Re-Evaluate Smoothing Groups” box. Ignore any pop up that appears.
That’s it!
The Second MilkShape Way
The second MilkShape way uses the .fbx file format to export the mesh only. And the .smd format to export the animations. Download and install the SMDImporter (the .mzp file goes in your 3ds Max Scripts folder, for example C:\Program Files\Autodesk\3ds Max 2009\Scripts). First import the PSK file into MilkShape, then immediately export the mesh as .fbx. When you import the .fbx file into 3ds Max the model should be in it’s default position with bones all ready to be animated. Once again ignore any pop up warning you about something. It doesn’t matter if you check the “Animation” box this time. Back in MilkShape import the PSA file into the scene then export as “Half-Life SMD“. Be sure to check the “Sequence” box.
Back in 3ds Max run the SMD script by going to MAXScript>Run Script or Utilities>Run Script. In the Utilities tab, in the Utilities drop down menu you should now see “Half-Life SMD Import“. Select that and click “Import SMD” below it. Depending on how many animations there are the import could take anywhere from a few seconds to a few minutes, so be patient!
That’s it!
Trouble Shooting
Part of Mesh missing on Import: Sometimes when you import the models back into 3ds Max from MilkShape some of the mesh might be missing. To fix this, in MilkShape you will notice in the top right corner under the “Groups” tab that the model has more than one. You need to select each group and then “Regroup” them into just 1 group. Re-export the model and the problem should be fixed. In 3ds Max however you may need to assign the correct material ID’s once again.
TIP – It’s important to reset the scene in 3ds Max if something goes wrong when importing.
Lovely! Thank You SO MUCH!
Finally, someone who did it good. Love you, man <3