In 2011 you have the Marker pixel display to default 20, but in 2016 you have it set to 23. My guess is it's a visual thing as you have the pixels at an odd number. Set it back to the default 20 and see what happens.
well everything works except for connecting edges in Maya 2010 Apparently there was no command that did that till Maya 2011 O_o I'll post the Maya 2013 script later tonight
I dont think this is available in maya 2010, but in 2011, there is multi component connect and work exactly like u want. Check this out: http://area.autodesk.com/blogs/stevenr/maya_2011_highlight_modeling_and_general_workflow_improvements
New Version: 1.07 -Added a (finally) functioning controller to adjust the vertical positioning of aligned assets, and I also made the tool work on any Max version 2010, 2011, or 2012!
Did you try to just use fbx 2012/2013/2014 by changing it in the fbx export settings? Often engines have errors if you use an fbx version that's not supported yet.
I don't know about Max's 2018 but when I used it on 2016 it was the worst thing ever made. UVing in Maya is becoming so much fast and easy ! Sometime I Even like doing UV :neutral:
Glad you made this thread, I'm stoked about the VP 2.0 in 2012. I haven't picked it up yet but I hope my 4870 allows me to use it unlike 2011, driver issues or some shit.
@Noth I agree, Remember back with earlier Godot versions it was really rough and yes very unusable, but Godot even at that time showed potential. Great to see how far they have come especially now we seeing projects like Return to Vostok being developed in Godot. With Blender I only really am getting the hang of it due to…
I get this too in Max 2012. Never happened in 2011 or below, so I think it's something new they implemented. I'll post if I find a solution, but currently I'm stumped.