I use UV Transform to map 2D faces on to 3d characters. discussed here: https://www.pixelfondue.com/blog/2016/10/24/modo-102-2d-face-workflow-on-3d-characters You can also map image sequences onto the geo and move them around by moving the texture locators.
Update your FBX plugin, you're using one from 2009. Freeze transformations on the mesh and maybe try moving the pivot point to the bone you're binding to, though the latter one shouldn't usually be the issue. Also for future reference, Dota can support up to 3 max influences in the skinning tab.
Reloading animations can reveal those unseen bits. Also holes in the mesh can cause shadowing errors. Deleting a few faces here and there doesn't really save anything anyhow, you would have to delete a bunch of vertices to actually save transform cost and/or memory. (as always, great advice EQ!)
Hey there! Here's another one. This one is a very common and popular creature/monster in the Philippines called a manananggal. It's kind of like a vampire but not really. Story goes that at night, an innocent-looking person transforms into this creature and goes around eating people; most notably, they love unborn babies.…
But how much of that is computer games being so closely tied to computer literacy? There are obviously legions of people who thought that Transformers 2 was an enjoyable and coherent experience, but I would guess most of those people dont know how to use the internet for anything but sending chain emails of funny cat…
Thnx man, super usefull! Maybe its an idea to add a freeze transform at the end of the symmetry/mirror script. Had my own sort of similar script and ran into the situation a couple of times where I used it on my highpoly and the normals were reversed on export because it was -1. Just a suggestion, cheers!
You shouldn't need to change software to get this to work. What are you using now? Blender? I don't know the Blender term for reset xform(Max)/freeze transformations(Maya) but there must be something equivalent to those functions. Try that and triangulate before exporting to xnormals, that seemed to help in that other case…
You could use that but i was thinking more of a system to quickly mask off parts of the model and then perform transforms etc if possible just like zbrush although I bet that is quite a bit of coding. Using poly select or mesh select would work similarly but takes more steps plus there's no falloff.
I've never used snapping when making inorganic objects... I just make sure all the points line up (not hard if you start right) ... failing that, Absolute transform type-ins get the verts in the right place. Then again, I don't like anything but a 0.5 degree angle snap
Seen a review from a guy on youtube. He's been a Alien and Predator fan since the 80's and has made several Predator models in Max. He said this film had no substance and was a piece of crap watered-down experience... I'm thinking kind of like what Michael Bay down to Transformers?