I across some bugs that I can not solve. can anyone help me ?I have these bugs in version 3 and version 3.01.I export high poly from 3ds max. ~ 3million polygons. using the OBJ format.I see it in all the ways of lighting. And any materials setting see the pictures:1) If I copy the object and move it, the object is lost…
Another update showing how the project is currently looking and how I'm masking the objects in front of the player. Initially, the walls and floors were only a plane, and the transparency came from backface culling, but I wanted the structure to feel more solid, so I decided to add depth to the walls, floors and ceilings.…
Hey folks, got a small problem with some animations for a project we're working on. As it is now, we've got a few guns comprised of 80 odd separate parts, most of which animate using regular Max key-framing. We then used bones and skin modifiers for certain objects such as springs. The problem we're having is that in XNA…
Hi guys, XFormer 2.0 has been released. Below is a short description of what it does. XFormer is a tool that will allow you recover the transformation of an object. Some scenarios where you might want to restore an object transformation could be: * After a model transformation matrix was reset (Reset XForm). * If you have…
It looks like you solved the rotation problem in first video? In the second video, it looks like you want to rotate the entire leg from the base? You can do this by adding a parent to your leg bone, a dummy or a point helper should work pretty well. You'll rotate the helper to control the angle of the leg and move the tip…
Things that show up in yellow in the modifier stack, are activated. As long as its yellow you can click the move gizmo in the viewport and move the mirror plane where you want. You can do the same thing to most modifier gizmos like UnwrapUVW, bend, twist ect... It centers the mirror plane at the objects axis. You can…
Yeah Toomas is right, the easiest way would be without bones. You wouldn't need bones if they where all separate models. Just treat the objects as bones by moving each objects pivot point to the joint and link each object using the select and link tool. All bones do is set a pivot point and define a length which you…
Hello, I'm making a game asset that is going to (essentially) be an open container full of 'rubble'. I have the container modeled and had planned to use cell fracture (on a cube or something) combined with some rigid body physics to fill the container in a natural (ish) kind of way. Most of the pieces will be mid sized.…
More transforms do have a cost. So placing multiple versions an object can actually take up more memory than a large single object. However this depends on how much memory your first object takes up. So there is a threshold where it's better to join objects together. And there's another threshold higher up where it's…
14. Preparing for Bake - Exploding The purpose of exploding your mesh is to give each object its own space, which will give you cleaner bakes. If you bake normal maps for example, and your scene has many objects within close proximity of each other, then you will get baking errors caused by the program not being able to…