I started working in Blender and immediately saw the benefit of having a 3d cursor as a reference point for transformations. Now I am back in max and I want it back! I am trying to scale vertices toward a pivot point, but instead they scale toward their individual centers, is there any parallel in max for this?
I'd start out with the jaw in closed position in order to get the teeth to line up and open the mouth then to a halfway open position to do the final modeling and UVs. Make sure to mark the pivot of the jaw for later use if you have to pass on the file.
I'm not sure I completely understand you, but could you not use the freeform mode and move the pivot to the point you need and rotate that way? Or you could use TexTools, the swap UVW XYZ would let you manipulate them easier.
Based on how he sets them up you will want to parent objects starting from the hip and outward and to set the pivot points based on how they will rotate in game, but the programmer may set it up himself so more detail would be needed.
SF3S/SFII is like the finest Pinot Noir wine, or the most robust 90 year old brandy... everything else is like wine coolers or Coors Lite. You can pick up a decent arcade stick for $50. Just have to look.
Take a look at this tool. I think it will do exactly what you're looking for and then some. Keeps the object name, pivot, translation, rotation, and hierarchy. Also comes with like 50 other tools. AttachMaster https://youtu.be/O2mK7I1Errw http://www.thomashamiltonart.com/TTools.html
UDK places objects on a grid. If you keep your objects aligned to a grid it makes placing them easier. If your object hangs off the grid or the origin/pivot point is off the grid then placing and aligning them to the grid in UDK is much harder.
Thanks dude! Thank you! Yep, I just built the floor out of basic geometry (I drew some flat polys then extruded them down - I'm not a polymodeller at all!) Then I just adjusted their individual pivot points and animated by hand.
MODO always pivots around a spot sort of in front of the camera. It doesn't do the 'orbit selected' thing you see in Max. If you want to orbit your selection, you can center the camera on it with a hotkey and then it will do that until you move again.
Setup like you did in the first image but use 'move' instead of 'scale', no need for masking. Just take into account that it will move both sides of the cylinder towards the pivot point on the right of the line (if you are moving the circle on the left side of the transpose line).