Lots of ways to animate something like this. Also, you can select an edge loop, and extract that into a spline, using "Create Shape From Selection". That way you can make a path that follows it exactly. You can also choose Smooth and it will curve the path a bit.
That looks like a nice script. It places the pivot at the average of the selection though? I want to move the pivot to 1 vertex (just as Edit Working Pivot does). It's so I can select multiple vertices and scale them all from the new pivot point.
Since you say it works perfectly when you have 1 object selected, I've modified your script to force it to do one object at a time. Give this a try. It seems to be working for me in Maya 2015 SP6. **EDIT: Fixed an error with iteration and selection.
long shot here, but on your config you have "TintMask(from cache)" try selecting another option, them selecting the "TintMask" again, you might have change something on the export options but he is still use the old version, that is probably with the wrong settings.
Tried that, when i highlighted level 0 and hit export, it said "you must select a level to export" and of course when i selected it exported the highest. After a few tries i managed to "fix" the file by moving levels data to the HD and rebuilding the octree.
hmm I seem to be turning in to the lod master:) yeah best way is to use collapse edge and also target weld with preserve uv's turned on. so yeah select a ring and collapse edge or select a loop and remove edge with ctrl , then you lose the verts as well.
if stretching doesn't matter at all and each strip has the same face count, use a space vert horz even process. you could probably mitigate distortion afterwards, by selecting the strips vertically and then pulling them back all at the same time, stepping up/down with a grow/shrink select.
In Blender it's enough to just check in the merge checkbox in the mirror modifier and shift U or V in modifier "data" drop down. I mean if you are ok with same texture on other half. Pretty quick IMO . if you need to give the mirrored half some select-able attribute just create yourthing_R and yourthing_L vertex groups and…
Select you camera in Unity and note the FOV. Unity uses a vertical FOV. In 3ds Max select your camera. Next to the FOV setting is a little icon that drops down. By default it’s horizontal. Change it to vertical then type in the FOV value from Unity. They should match now.
What about using crease amounts when in edge selection mode? I am unable to see your linked dropbox images due to my firewall at work, but by increasing your crease amount on a selected edge will harden it similar to adding a chamfer. Might be a useful alternative?