it seems, there is some transformation (rotation) on the joint, so its already deforming the mesh and therefore moving the mesh, while removing joint weights from it. To paint weights without deformation use skin ->go to bindpose
<u>Starscream</u> 4214 Triangles I could knock out about 1600 triangles from the hands, if I need to, but I wanted them to be seperate joints for this. I'll post a clip of it transforming later.
In every engine I've used multi sub materials add a transform cost to an in-game object. Usually they're especially bad on deforming vertexes. So I avoid using them unless I have to.
yes - mash should work. as should the shit motion path hack and yes, its ridiculous but on the other hand, they released 2018 with a broken transform tool so its probably best if they don't write any code at all
So I exported my model to 3ds max, then returned it to Zbrush and now no matter what I do, the subtool is off center. I tried to fix it with Transformation - Set Pivot point, but nothing changed. Any help would be appreciated.
I rotated an object and froze the transformation and now I can't get it aligned with the origin. Is there anyway to do it? Any link to a video tutorial? I know how to snap object to the grid while I translate but not for a rotation. Thank you.
Hey, so in UDK you can toggle through the transform gizmos by using spacebar. I was wondering if you could make this a hotkey in max. Cause it gets really annoying when i switch back and forth between them! thanks!
I will pay the license transfer fee: https://support.pixologic.com/index.php?/Knowledgebase/Article/View/60/14/license-transfers Lazerus, got a link supporting your one time transfer only claim? If it's true I would definitely want the buyer to know that however it looks like the license can be transferred so long as you…
Select the faces, hit Extrude, switch to the transform tool, enter pivot mode (hold D or press Insert), just press on a vertex to align, switch to the scale tool, switch to the Component axis, scale down.
ya i export with things in 0, 0, 0 worldspace, with the transforms frozen, and history cleared. I also got a script for exporting multiple meshes, that does this for me, than restores thigns to there orgianl postion