I should note that scaling the BPR does not work in this case -- I've tried simply scaling out the smaller image with the transformer tool but it's almost like it's at a different scaling ratio than the bakes.
Ah man I miss the old CW days with the whole Transformer Quake 2 mod. Not to mention the daily visits of Q2PMP to see what new models were released. -Carnitron CW
Customize > Preferences > Gizmos tab > Transform Gizmos > Size I think there's also some hotkeys by default, but I changed them to + & - on the numpad. I end up changing the size once in awhie.
I hear that. I also didn't like that I had to talk to Midna to transform into a wolf every time too. A single button press would have been better, with a faster animation.
If you're using mecanim you might need to set the root transform rotation options for the animation. Try turning on bake into pose and set the offset so that the average angular y speed is 0.
You'll need to have a script on the bullet that moves itself towards the player each frame. So don't pass it the position of the player, pass it the player transform. Then it can always know where the player is.
Thanks Looprix, he is supposed to be a druid, the big hands will be part of his ability to transform parts of his body to animals and attack, he s the same character with the 1st on my last post.
Make sure all the meshes that belong to the same UV channel have their transformations frozen, and try deleting construction history. Either of these things can cause the distortion shading to display incorrect colors.
Is there a way to select multiple vertices and move them to the same coordinates, without having to align them first? ie like an absolute mode transform type-in for 'Local' coordinates. Hopefully that makes sense :)