do you earn points by hiring drivers? It drove me mad in GT when you could auto piolot and set the AI to be agressive to just dominate races, but you didnt gain experience, just cash. Guess its an easy way to get money though *shrug*
Not sure what the problem is, I got this result with all default settings. Make sure you center the pivot and freeze the transform of both models before you add them to the baker. Oh yeah and what the f is up with this thread, I can't link in thumbnails so enjoy the gigantic picture.
Thanks! Ah, I've been trying that myself but I wasn't sure if it was working or not. I was having trouble figuring out how to get corner pieces to snap properly on any axis (IE Where the pivot point should be). I'm using Max too unfortunately, :( But thanks for the comments anyway! :)
for work: one big main screen, one smaller, preferably pivoted screen for reference, mail and such. two large widescreen displays sound like a neck problem in the making. i don't really play games anymore but... a big TV in front of a comfy couch should work best for that purpose?
That, and also if you are zoomed in to work on small details, click "Local" so that the camera spins around the area you are working on, rather than using the whole model as the pivot. (I thin I got my terminology wrong here, but I hope you get what I mean.)
1. Snap the meshes pivot point to the center of the grid. Select it. 2. Window> Settings/Preferences> Plug-in Manager> [x] [x] fbxmaya.mll 3. File> Export Selection... 4. Files of Type: FBX export 5. Turn on "Smoothing Groups" + "Tangents and Binormals" - Shut off "Smooth Mesh" 6. Export ;)
Go to your dope sheet and scale the frames there instead. EDIT: Either graph editor or dope sheet, in the scale options, I'd suggest change the start and end frames instead of scaling -1 as that would give you one to one results; scale/pivot may give unpredictable results on certain axis'.
Thanks, i recently came back to 2016 because i had problems on 2017, but i'll give it a try. Found a technique: I snap my uv island pivot on the corner of my reference cube and there i can scale much more precisely. Still kinda unaccurate, but good enough here :)
You can do what Urzaz says to map those cylindrical bits into rectangles, then split them where you want overlaps. To stack them just snap the pivot to a particular vertex (hold d and v), and then snap the shell to a corresponding shell to stack. Alternatively there are scripts out there that will align UV shells.
Thank you DWalker ;) That Training manual makes things quite clear! So if i get it right, The long metal upright beams, move a little inwards during the animation don't they? Because those "closing hinges" turn around a pivot point, causing movement as shown in the above image... Would that be correct?