[ QUOTE ] What is traps? [/ QUOTE ] Trapezius muscle, functions to pull the shoulder (and the entire arm) up and toward the back. If you swim butterfly or free style you use this muscle alot. Visually it gives the appearance of a gradual slope from the middle of the neck to the pivot of the shoulders.
UT3 has a cloth sim based around bones like prof420 mentions. bones denote pivot points, physics asset defines collision shapes, character definition defines what bones are to be cloth simed. Works pretty well on everything I've seen in game.
So basically you don't like Max's interface? With regards to Outliner being better than Select By Name, they fixed this in Max 2008 with the Scene Explorer, which is way more powerful than both. It has collapsible groups like Outliner, and a bunch of filtering options, and easy toggles for freezing/hiding/setting render…
Nice job Pivot :) Would be cool to see some squash on the bread as it hits the floor, try lattice. Bread could also drop and bounce of the floor harder as it gets a little soft on the bounce up to full stop, but that's all I can say :D
Rescale World Units. But this can still mess up your export, if your other tools rely on exact pivot locations. Best bet is to save your file, Rescale, save as a new name, test. If it breaks you can get back to the original.
polycount is about game art, and game related things, writing and music both are other pivotal art forms needed in video games, and doing either specifically for video games is very much its own style. i motion for a music and writing section,
Thanks, I'll give it a go ahead then. Also having a duplicating special problem where I try to duplicate -1 on the x axis to mirror, which works fine - but the object comes out slightly rotated. I tried centering the pivot point, but no luck. Any ideas?
Working on a grid, and keeping your pivots in good places is key. It helps to block things out, import them into UDK and build the scene making sure pieces will fit correctly, do some preliminary lighting, then replace/re-import the objects as you finish them off.
yes。For static object,I set pivot and rotate x axis 90° when i export from 3ds max,and import to Unity the static object's orientation is correct。 but for rigging and skining object import to Unity,the object is backface to camera but it rotation is (0, 0, 0).
I can't think of any real good way to do this. You could maybe create a cluster from those verts, place it's pivot as desired and then do the rotation, but you'd still need to eyeball it. Other than that, i'd probably go for the separation scheme you mention.