Export whatever you want to export, then dont click combine meshes option while importing into the UDK. Finally drag-drop your objects one at a time into your map, right click on Translation Mode and enter 0 for x,y and z coordinates every time, and they will be placed wherever they were in Maya.
If you're using normal maps make sure they're baked with -Y direction. If not invert the green channel basically. Also make sure you're importing the texture as a normal map (double click it and make sure it's a normal map). Besides that maybe try exporting and importing your fbx with the normals and tangent space?
sorry to ask again but alt click and ctrl click on my wacom in 4r7 64 bit doesnt work at all, anyone else experiencing this? Still trying to figure out how to you move on a different axis in zmodeller? eg I want to select 4 edges and move them on the y axis
I have try de the new beta 7 with the same results as beta 6. Now with a Xperia S I can load the model, but it´s render as a black siloutte with no lights and no textures. Also the frame rate y something like 1-2 FPS :P Is it necesary Tegra or something like that?
Hi MightyPea, no my model have no uvs yet, I read someone had a similar problem and just went to --deformation -- unify (x,y,z) hit surface noise again and now got it to work!!! ....I am no really sure with is this happening but ok! at least it works!! thanks for your time.
AFAIK the pose and postures don't work on Bip01, you will have to do it by hand (or using other 3dsmax tools). Work down an axis (probably her facing +Y), which I think is a 90degree rotation on Bip01. Then, just work off this as your main axis... if the rotation is 103*, the inverse would be 77*.
Hello guyz, I'm struggling with this image and perspective match. I can't make it and I'm out of ideas. I use 3ds max... Can somebody help me with this? When I put X Y axis correct Z axis is always off... If i fix Z one of the others goes off and so...
Hey all In Maya there is a command that will move whatever you currently have selected to the center of the grid, by typing in move -x 0 (for the X axis, otherwise you use -y or -z) What I want to know is if there is a similar command for 3ds Max (specifically 3ds max design 2k11). Help?
We have just gone to max 7 and i was wondering if the snap constraints is broken or if i am just missing a new feature of the improved snapping? I can snap using constraints on x and y but when i try in z it does not move (or if it does it is only very little. Any ideas? thanks tpe
Is there a way to maintain aspect ratio of the uvs as you scale? I noticed with constrain to image bounds, while scaling the uvs now move in the y axis when it touches the uv edges in the x direction. Is there a way it can lock to the aspect ratio or scale without scaling upwards?