Interesting that only the nubs are resulting in an error. Which are dummy objects. Hold on.. i'm loading up max and having a look. I use Biped on a regular basis and haven't had this issue with the fbx exporter going to Unity... Edit: Select all the dummy objects in the scene. Right click, Object Properties ... in the…
If you export your object (like a building) from 3ds Max , you just select your whole scene (make sure all objects are named) and then -> export selected -> as .obj Then when you import the objects into Marmoset, all of them will show up, having the names to the right and then you can apply materials to all objects in…
I think you can make it work by doing the following ; - group all your objects apart from the one you want to copy the modifiers from - select the object with the modifiers you want to copy - ctrl+click and drag the modifier name in the stack and drag it onto one of the group members - this will now instance the modifiers…
Hey, it's not too bad for a first model. I remember mine being a dog kennel in wings3D. To get better at 3D modeling as a beginner there are probably 3 things that you need to follow. 1. Start simple, and keep going simple for a while (weeks even). You need to learn the fundamental skills first, and getting to know Maya.…
It does use "light probes", when you use the legacy indirect lighting method for movable objects. I think its called indirect light cache. The information is still stored through a lightmass bake though, and it is not dynamic in any meaning. This is replaced by volumetric lightmaps now.…
Sure. So there are 5 main things going on in the effect. There are two particle effects for the main cloud of smoke - the big puff, and the little smokey tendril that comes from the impact point. Both are just normal SuperSprays that are pushed and pulled by a Wind, a Drag, and a Gravity Spacewarp. Instead of them…
professional cad software can do that what you ask for pior. Sadly their "main" interface and the way you model requires a certain plan. You are obviously doomed in more organic stuff, but have to use nurbs and a like to keep the "high-level" knowledge of an object. But its pretty awesome that you have all the edges can…
Yeah we have a tool that lets you combine a tangent space normal on top of an object space one, you generally need to export a mesh with split up smoothing, or else the results get sort of "bent" around the mesh's normals tho so its a little buggy... Xnormal has a tang->obj converter, i think you could probably do this as…
Max can display cubemaps in the viewport if you use the DDS cubemap format, and you use a DirectX shader. I was going to post an updated wiki page, but the server's crapping out. Here's the info, eventually I'll post it here in the wiki... ============================= A cubemap is six images that are mapped onto a cube.…
No, that is for booleans. I mean the 'Plugs' feature of Meshmachine that deforms an object to the surface of the other object and insert the geometry. I know there are some scripts like mesh insert. But they require you to select polygons, I would like to insert the geometry everywhere on the surface like Meshmachine. So…