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iirc you can just attach it to a socket on the skeletal mesh in the viewport bit of the character blueprint - you don't need to do it in the construction script although it's probably good practice
Had the chance to play this at gamescom on wednesday, while the demo was pretty scripted and I managed to crash the base view, I was still pretty impressed. My comment above stands.
Well try to reset xform 1 object, see if it works. Then, http://www.paulneale.com/scripts/resetXform/PEN_resetXform.htm might be useful, it preserves the pivot. Some exporters are very picky with xform.
I don't know if it's possible already in Blender, but it would be nice to have explicit control over vertex normals via GUI or Python scripting in order to create foliage like this.
Hi, I'm sorry for the necromancy, but actually this thread is positioned at Google as second. And luckily, in my case the mesh has 3.3 million polys. Thomasp script works great. Kudos :)
Haha, thanks to this tutorial series I now know that UDK ships with speedtree utility scripts for 3ds max that do the same job as normal thief, except instantly :D
I have no idea if this is good or not, just googled it. It looks promising though. http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/misc/c/advanced-maya-mirror-tool
Have you tried the various pivot and axis modes to see if anything helps there? also, If you have any scripts that mess with the Working Pivot they could be doing something too.
Why would you use that script for a cylinder, you could easy bend that detail and add it to the cylinder, that technique is for adding details to areas that are very hard to model something in them.