You might be better off using the axis rotate tool. I've found it gives more predictable results when run via macros/scripts... I've also turned this into a Python script rather than a macro. Just easier in my eyes. #pythonimport lxlx.eval('tool.set actr.origin on')lx.eval('tool.setAttr axis.origin axis…
Another Michigander! Welcome I think all programs are going to be just a difficult to pick up from the start. Most of the programs are pretty powerful, which translates to: They have an intimidating amount of options. You may want to try a few of the other programs to see which 'feels' best to you. Everyone here is likely…
The USD team at Autodesk is happy to share the updates to our USD plugins in Maya and 3ds Max. Maya: * Use native camera viewport controls with USD cameras * See USD Light shapes and pick in viewport * Exporter now has option to Export a ProxyShape as an Xform with Reference to root layer * Outliner now allows reloading…
Glib, vertex normals and hard/soft edges can be independant when exporting, as an exporter could export one point for each of the normals of your vertex (when it's on a hard edge), but not actually export the vertex normal direction. But yeah, I'd be pretty surprised if Unreal can't do that... would suck. This is a great…
Not an expert, but using tris or quads is just a question of tesselation, right ? There's no need to use quads if you don't plan on using tesselation, and most exporters will re-triangulate your mesh anyway I think. Now I don't now your level in environment making, but this piece seems a bit too big to start with. You seem…
Im not as expert as Oglu. But from what I can tell, you have geometry that overlap each other? mudbox doesnt like that very much since theres no control cage for baking normals. Is there any reason why you must bake the normals inside mudbox? if not go with Xnormals. If you insist on using Mudbox for baking. You can try…
You are confusing some terminology I think. 7 heads is usually talking about proportions. Proportions are used to make sure your human looks like a human and not a chimpanzee or an alien. For instance, if a persons head is a certain size, then their hips must be a certain size, otherwise they will look bizarre, right?…
If you want to make an animation exporter for UDK I have some parts from my code you can use for reference, both PSA and FBX. It's in MEL but I hope you get the basics of it. PSA animation export// Get inital settingsstring $sequenceName = "ExampleName";string $path[] = `fileDialog2 -fm 3 -dir $path -okc "Select Folder"…
Subdivision sketch: cylindrical grip. This is a brief overview of a couple ways to streamline poly modeling and a quick visual comparison of a few high poly workflows. There's a lot of different ways to approach poly modeling but most artists usually start out with the basics: inserting primitives, cutting in edges, then…
I don't have any experience using the Source engine, so I don't know what file type meshes need to be exported as, but if you are using "Save" or "Save As" in max, it will only save .max files. In order to get other file types you need to use "File>Export/Export Selected" and then Max will give you a whole list of…