found out a bit of the problem. If i would make a simple plain in unity, and use the vertex color. It acctually works. But using my island (which is Uv:ed) is forcing me to move my island to where the pensel works :S. The Pivot is centered, history and transform is fixed. hmmf.
Are you exporting the mesh as it is in the screen shot i.e half the model? To be sure you get full radial symmetry i'd mirror/weld the half you have and centre the pivot, export it into zbrush, sculpt radially then import it back into max and then just delete the half you don't want.
LMAO, im completely illiterate in certain area of Modo like materials, action center and pivots. This is probably because of all the apps i've been studying over the years, if i can model to a satisfying level in a package i have a tendency to lay back and not move. :D
cheers. what if I modeled say, 10 high poly leaves and baked them in RTT to a plane, added geo and then moved the pivot point jut below the middle? That sounds like a plan. Man, it's gonna be a pain placing them all in but totally worth it. thanks again.
Theres nothing specifically made to do that Buuuuuuut If you set the scale pivot to the vertex in between the other 2 you can mimic that feature a bit. Worked for me I tried using the Scale/Transform Along normals option but it only gave 50% of whats needed
I've made some progress on the texture (though have run into... consistency issues), but for now here's three extra characters. Asthureo doesn't actually show up, despite being pivotal to the entire thing, but Murgheal will encounter the other two (+one more) at some point or another.
np mate. Try to play with the modifier( pivot point and channels), it's a bit tricky at first ( the maya bend modifier could really use a visual upgrade)but i'm sure it'll give you the result you want in the end and you'll be able to make a lot of modular pieces with one asset :)
The OBJ exporter/importer does this if you set it to "Group by Object". Then when you import un-check "Unify" under Geometry Options (right side) and it won't collapse them all into one object but it leaves them as separate. I think it even remembers the pivot point of each object?
How are the controls comparable to the last few Spiderman games? If anything, those games had some fucking awesome swinging mechanics. Does Bionic Commando's feel fluid like that or is it more mechanical, where the game dictates your points of pivot when swinging? Also - can't wait to try it!
We use this to determine the actual floor position of the setup as this does not show out of the other bones except you define it purely by definition to be x-units below your what-ever-root-like-hip-or-something There exist games where the root is actually the height of the pivot and not on the floor (I think Metal Gear…