Well, I would've deleted the thread, but it doesn't appear you can. I figured out the issue in the end. Turns out the meshes had been added as children to a Shadow Catcher. So like I suspected, the last thing done was probably to capture the shadows only. Unparenting the meshes solved the issue, though I coulda sworn I…
without any more information, heres an easy way to get the coordinates back, create a locator or group and snap it to the foot controller pivot, parent the foot controller to the locator/group and freeze the transforms on the foot controller, then unparent it and it should now have the world coordinates. but what antweiler…
A minute or two in Maya. Starting from Transfer maps, set the envelope at the correct size, unparent it from the base model, clear history and export for xNormal.
You can try creating a box around the items, parenting your mesh and rig to it, scaling the box down, resetting it's XForm and then unparenting your rig/mesh.
wouldn't Leia and Solo recognize her as well? she was talking about all the modifications Unkar (the guy she was trading stuff with in the settlement) had made to the Falcon, so she had some insight to the ship prior to this. If anything, I think they did a bad job at establishing what kind of relationship she had with…
you can have separate meshes when exporting, but every mesh needs to be smooth bound to the joint system. If you unparent your t-shirt and smooth bind it to your rig it should work just fine. if you want to add multiple materials just select faces and apply a new lambert. You should see multiple material indexes in UDK :D
Use the outliner for skin binding. Just navigate to the bone you want (and you cant miss it there, its named sword_1 or something like this). Duplicate, unparent and smooth bind with your mesh.
I have a Basic 65 joint Rig with animation of "getting up" at center of grid facing the front camera. I want to rotate it at 45 degree without disturbing animation. When I trying to move it with graph editor curves , whole animation ruins. Even I parent a controller to rig. On rotating controller animation looks good. But…
https://www.dropbox.com/s/2fbj9vdeooj3y7w/GeometryTearing_and_Rotations_bug.rar Hey EQ, this scene contains a plane that has Camera 2 setup precisely at the right angle so that you guys can see the tearing happening. Also that plane has zeroed out rotations, if you try to move it inside outliner it will "unparent" itself…