After you have it in place, go into the hierarchy tab click affect pivot only, and then click center, then turn off affect pivot only. This way you can apply symmetry and won't have to noodle the gizmo into place each time.
Hello guys! I've decided to start one more artwork. I'm so not sure that I'll be able to finish this piece, but I'm very excited with this idea. I want to show Annie as an aviator of the early 20th century. Her plane crashed in a jungle of a desert island somewhere in the Pacific ocean. Annie and her bear Tibbers are…
Agreed that it's not good for games to be too serious, they need to break things up with more whimsical moments from time to time. I think if you want to make a good FF it needs to have a few things: Comedy Mini games Side quests Traversable world maps with pilotable/drivable air ships/vehicles Numerous explorable…
What. The. Fudge? It was my favorite show on TV. I am beyond disappointed. When they spent a few minutes in the pilot and first few episodes using real science...describing orbital paths, trajectories, delta-V, carbon sequestration I knew it was a show I could enjoy. Great production design, and cinematography. No silly…
Drawing inspiration from anime/manga from Otomo Katsuhiro, Tatsuyuki Tanaka and others. Want to have a robot biker pilot, some exploration sketches for the bot. Huge thanks to my talented girlfriend who has helped tremendously in fleshing out the concepts, I greatly appreciate it. Check out her work at…
Depending on what app you used to build the basemesh there might be a way to effect the objects pivot point so you can place it where you would like. In 3dsmax you go to the Hierarchy tab > turn on effect Pivot only and move it where you want.
Project name: Echo of Neghen Salle Brief description: First idea of this project was born almost a year ago, on October 14th, 2009. Ever since it has been slowly developing, as the team also grew with time. We are aiming to create a plot-driven fantasy game with more in-depth interactions and less flashy effects alike…
if you change the pivot point of your mesh to somewhere inside the head, it makes it less severe. as the optimization gets worse the further away from the pivot. i've been told that character meshes have better optimization as well, as long as they're exported as characters and not posed static meshes.
Without any scripts, you want to flip it, then change the move pivot to one of the verts (hold d and v key and move pivot to some vertex). Then make sure the translate settings are set to retain component spacing, and hold v and move one shell to snap to the other shell.
At the top of your screen, in the main toolbar, there's a listbox witth the current coordinate system (world,view,local...). On its right there's a button which sets the pivot position to different places. You most likely want to "use pivot point center" or "use selection center"