Do you have the ref coord system set to local? When you first create a bone you should freeze the transform and use transform to zero to set it back to its default state. Resetting the Xform in Max is what clears rotation/scale data, not freeze transform. Also, you can lock axis in the Link Info tab of the Hierarchy panel.
First of all try the good old CTRL+Z, you never know. If it doesn't work: Select the LP ---> select the HP ---> modify---> match transformations ---> match all transforms Or simply move the pivot point of the LP to the center of the base of the mesh ---> snap it with the center of the base of the HP ---> transformations…
I was thinking of transformers after those scenes but actually what i thought was "this is transformers vfx action but properly directed". With transformers there is so much vfx going on and you couldn''t keep up with it, with the avengers i had the feeling that the vfx shown was a lot but so well balanced in the shots…
Most likely it is double deformation caused by having your hose meshes parented to a moving/rotating/scaling transform. Ie. the vertices of the mesh are being transformed twice, once by inheriting its parent's transform, and again via the bones they are skinned to. Are your hose meshes parented to joints in your skeleton…
@coven Add my script above as a button the the skin modifier. And if you do let me know, because I have more scripts that should be integrated. :lol: I recommend doing both. Freeze Transforms will help prevent gimbal lock. And in the Curve Editor it's nice that all the curves emanate from a value of 0. Set Skin Pose saves…
Maybe this is not related,but this happened to me too; however, this happens only if I forget to remove transformations in 3ds max. After I remove transformations that issue disappears. 8 gigs of ram, 2 gigs on GPU
If this is in Maya you can query your pivot positions, and then figure out the differences in object transforms vs Scale transforms. xform -q -ws -t pCube.scalePivot Gets the position of the scale Pivot in world space.
I would be nice import some cameras with fbx, I don't have enough control with Marmo ones. I'm trying to rotate or transform cameras with control numeric at transform tab but it doesn't work. :poly142:
By the way, it looks like ur sending Transforms from Max to UDK in realtime? Seems like it would be better performance wise to send after transforms are done if possible? Not per change. Or is that what your doing?
If you move your curve to the origin, you will see it still has transforms on it ie: its pivot is not at 0,0,0 so when the cube is the child and has zeroed out transforms that position is not where the pivot of the curve is.