Edit: Which software are you baking in, Max? If it's in Xnormal make sure the scale is set correctly in both 'High' and 'Low' tabs. I wouldn't use GoZ either, might be doing something strange to the transforms. Export with Subtool master.
I think you can manually rotate the model from the Transform tool panel by locking the movement to one axis. Otherwise, have you tried to load the pictures according to your model orientation, instead of what their names says?
Interactive symmetry? Not that I know of. You can just draw half of the character, duplicate your layer with the art, then go to Edit > Transform > Flip Horizontal. Then just line them up and you've got symmetry. Is that what you mean?
Make sure when you export your meshes that you clear the history and freeze the transforms. Also try baking in xNormal with a cage, you can either create one inside of xNormal or Maya. Whichever works best for you.
Ahh yeah, the free-form transform manipulator. It's awesome. No, I don't know of anything like that in Maya :( I have no idea if something like that is even scriptable in MEL, it sounds more like something you'd need a proper plugin for.
Usualy making the object pivot become the center of transformation (z) will fix the clipping thing. But if that doesn't help click the [Perspective] on the viweport and choose "viewport clipping" then drag the slider on the right side of that particular viewport to adjust the clipping distance. _Revel
Uhgg... please change the face skin! What used to be a really sweet face with the mesh only somehow transformed into "that crazy bitch next door" I am digging it otherwise though...nice to see something colorfull on polycount for a change.
err yea, per frame :P I really don't think the DS can push 240,000 tris/sec though. Most PS2 games don't even push 240,000 tris per sec (textured, lit, transformed).
Are there both transform + shape nodes for these missing objects? Are you certain they are not in your scene, just not being displayed for some reason? Could it be that you have referenced them instead or importing? In that case, did you have a look in the reference editor?
Nice. Ive been expecting to see more of this sort of texturing ever since I read an article about the modern portables being able to transform hundreds of thousands of verts, but having very little texture memory. Good work.