( Ah finally found this thread) WOW, thank you! I have been stuck on that for days! researching the hole parent child, LOD thing, but it was so easy to fix! You really saved me there Ben! And thank you for confirming it rumble :)
Saw it last night. Great movie. Sucks we had a kid in front of us who's parents couldn't keep quite and ruined the experience for the rest of us. Going again tonight, hopefully I can hear the parts I missed.
main rule for dualview is: if you've got a free vga/dvi port you can handle 2 monitors but i you're not shure, you can plug an old crt from your parents into the plug trying to set it to dualview *G*
I have a little problem. My meshs are stretching like elastics too much, I wish there was a limit for deformations in my rig with rigify. How do I limit the stretch? What's more, the character is increasing the armor that is parented to the bones. Help me please.
Hi Guys, I had a question regarding connecting parts to a character model. I'm fairly new to the game and didn't know if I'd run into problems with rigging if I kept parts separated rather than keeping them connected. I.E. The head separated from the body but attached as a parent/child.
I'm trying to mirror a group of objects without merging them to the parent geometry. However, even though I have the merge geometry check box unchecked, it still merges the geometry together as one object instead of separate objects. Am I missing something I'm supposed to be doing?
I don't use it on a daily basis for animation, however, I have played around with the 701 release. The things I enjoyed about it were the way they handled how the animated pivot system works & passing off constraining objects from one parent to another.
Indeed, I watched that doco with my reasonably conservative parents and we were not very impressed with him by the time he was exclaiming that he would "fucking kill him!" when talking about if his ex-business partner would show up to Fez's debut.
Are you talking about a terrain mesh? or a mesh build in an external application and imported into unity. If its the latter, you can select all of the parts or even just the parent object and click static, and it should ask if you want to also apply it to the rest of the childen objects.
actually if you just select merge on import, it prompts you to reparent the incoming mesh which is awesome. Not sure if this is right, gonna do some more tests:) EDIT NOPE that jsut gives you 2 bipeds, imported biped with a root node parented to the original