Transpose master would probably help. Haven't used it much myself, but I think it makes a copy of of your ztool with all the subtools merged into one that you could use to transform and pose, then saves all that information back to your original tool (with separate subtools).
More Hollow Knight Fancreations, The pillbugs are NPC shopkeepers, and The Fluke Hero is an iteration off of Fluke Hermit, transforming into a Boss Fight. You can find more information on them here.
Have you tinkered with the camera clipping planes? Are these assets VERY far from 000 in these shots (like transforms over 10k)? Failing that, check the meshes for doubled faces or edges maybe.
How do you do the debris animation @~53sec? custom scripts in Maya? or sections debris grouped together? And the transformation of the boss monster @~33sec? Blendshapes? Joint rig? Custom stuff?
Looks like it's weighted normals causing issues, try changing to unweighted in the objects shape node (Vertex normal method). It could also be from scaling the object, freezing the transforms will fix that.
Nope, rotating it via Rotator doesn't seem to transform the shadowing direction, instead it just inverts the values again. I'm probably not using it right though, kind of shooting in the dark here.
Good to hear you solved it! The positions should be local (object space), they should not depend on the transform position of any GameObject using it. Were you using world-space coordinates perhaps?
Under the Transform menu, where you activate symmetry, there should be a little button with an (R). This is radial symmetry, and dropping the slider to 4 (and setting the appropriate axis) should solve your problem!
Yes, in ZB I always work in the native scale as it's most predictable but, I will always rescale to real-world and reset the transforms when I get into Max for final asset prep.
I'm all for another meet up, but I'm having flash backs of Transformers 2 meet up... Fucking other "Imax" in Seattle! If we go for the weekend of the 26th then i'm out.