Just to mention that's also what "Layout UVs" options are made for. Precise to the most and no snapping of any kind needed. - Select all of your UVs - Layout UVs option box : Single object Prescale:none ShellLayout:none >> disables spacing value ScaleMode:uniform Stacking:shape Rotate:none - Re-select UVs (resets centered…
Thanks for getting back to me so quickly. :) I'd actually thought it might just be scaled down, as well, when I first started seeing the issue. Scaling up the object scales the bounding box, but all object attributes stay at 0,0. It's interesting because I can center the pivot to the scaled up bounding box, but when I…
Not sure as to your saving as an individual file question but as for setting it to 0000, in max i have just been selecting my chosen mesh. set that mesh to 0 in all world settings, then go to your hierarchy and set the pivot point correctly, reset xform and all that jazz. Then when you export the mesh it will have a nice…
One point mentioned in Jason Osipa's book is, if you expect flat arcs on your facial animation to simulate skin sliding around, expect to position your bone pivots waaaay outside the actual head mesh, way in the back. And some bones will have to overlap, i.e. to rotate the top and bottom eyelids around the same pivot. That…
I'm going to try describe this best I can. This is want I want to do but don't know how. Have the yellow pivots locked in place, but still can rotate. Have the blue pivot move freely as a secondary animation.(Like a connected limb) Have the main "mandible" move like you imagine it would. While also being able to rotate the…
First check your pivots are correctly aligned, this could cause offset, then if you have constraints on the joints check their weighting. Its likely to be one of these things. Also a little bit of advice Arrange you groups like this. The offset group holds the transform information for the pivot the controller is aligned…
I made a script that auto snaps pivots while moving based on grid settings, even vertically. There's some work on getting it to work in sub-object mode, but it's turned off because it was buggy. But it does work with Shift move to clone. Just turn off real snap while this tool is active.…
As far as I know, there isn't a way to ignore objects that are behind other objects... You probably set your gizmo to Screen or view? Set it "World" and it will remain constant to the world axis. This is one area 3dsmax is kind of confusing but once you figure out its pivot system it quickly becomes invaluable like the…
Hey all! :) So ive been working on this project for a little bit now and decided that I had enough to show to make a thread here on Polycount. So the project is the Catiline Conspiracy and its a cinematic series made in Unreal 4. Its based off the historical Second Catilinarian Conspiracy. So right now a lot of the pre…
Hello everyone, I am Taylor Wood, creative director of Halogen Studios and I am currently recruiting a few new members to an indie team. We have story written for a total of 5 games and we are about ready to being making the first one. The first game will be simple, mostly to function as a pilot to the series and to…