By default new nodes are set as "Relative to parent" which means they will follow the properties of the graph. I guess your nodes have a size set to absolute ? The best would be to make them as relative to parent too and then set your graph size to absolute at 2K.
http://dl.dropbox.com/u/13762052/polycount/Pistol.md5mesh Really i did nothing special, just parenting in max. Might be trouble with exporter ? But as it's just a text file, if you replace the extras -1 with 0 to redefine the parenting level, shouldn't it work ?
Ok, so I've found a workaround, instead of trying to apply another object to all the XRef objects in the scene, I've used a script that instanciate a child. Each child object will find his parent (match by name) and take the same transformation than his parent.
Thank god the kid wasn't a hands-on type of person. Because then it would just read "Kid Kills parents over playstation" But since that's not the case, this is awesome and hilarious. Though if I were his parents, his college fund would be going straight into the Vacation fund.
if you parents make you go back to school for whatever reason they have it in your head, go for marketing or HR or project management or something along those lines. THOSE degrees will be something to fall back on because not only do they give you a chance to still work in the game industry, but you can work in a variety…
Ok, then you would need to set your transform to Relative to Parent, because that's where you will scale down your different elements before blending them together. Set each transform to Relative to parent, set the tiling to no tiling, and scale down by 50% in the Transformation settings.
Did you parent the bones after the skinning ? That may cause issues. I havent exported for source for a long time and don't remember all specifications. You probably need only one parent for all bone hierarchy,check taht everything is reset Xformed, then skin.
The problem is that we use to work with reference coordinates system in View, but if you change in Parent and right click in the symbol of rotation of the main tool bar, you can write 360 in the offset parent parameter and it work. I hope you can understand my english. XDD
I remember when I was a kid thinking a spanking would be alot easier to take then getting yelled at and feeling the shame that I let my parents down. My friends used to make fun of me because I got along with my parents so well.
I can't seem to parent the root of a CAT rig to another object in Max. The standard 'select and link' process doesn't work, neither does assigning a link constraint controller to the selected root. Surely there must be a way to do this? I need to parent a character to a vehicle. Any help would be greatly appreciated. :)