ae. : Have you tried moving around in the viewport after you loaded the obj? The viewer doesn't auto scale to fit the object, so it might just be of screen.
stocko: you need to have 2 separate "objects"/"chunks" in max when you export, these should show up in marmo, and then you can apply 2 different materials.
You really shouldn't have to click object space, and if you are its likely messing something up pretty bad. Post a screenshot of what it looks like without the OS check.
you can load a .obj with multiple objects(chunks), that you can assign multiple materials to and they will cast shadows on each other. you cant load more than 1 obj
You need to set up the material on the ref mesh first. But really there isnt much reason to do this, just have the meshes you want as separate objects in your app of choice when you export(a quick way to toggle mesh visibility is to drag the alphatest slider to max). You really would not want to rely on the reference mesh…
Ok got for this one you need to install the latest PhysX drivers Try this here: http://www.nvidia.com/object/physx_9.09.0203_whql.html I'll also add both this link and the OpenAL link to the main post.
Should work fine with xp32 and xp64, havent tried on vista. The thing is you need maya 32 bit. 7 is 7, 8 is 8, and 9 is 2008 IIRC. Any more info on the problems with OBJ and material chunks? I havent tested this a whole lot yet my self, but its not surprising there would be issues. Different apps seem to export object…
After more fight with transparency I can say it's not problem with this one spectre. :( Looks like these objects have one way transparency.. back or front of its body. What do you mean "make back to back" ?
an wiki would be cool indeed.. or to make a faq maybe.. ok my problem is that the tangentspace nm looks realy.. strange.. some parts are ok but most are realy bad..and i think it could have somehting to do with the normals of the mesh?! but it´s a standard max obj export (with normals exported) with object space all looks…
I've encountered a weird bug, it's not the texture maps but something about the object. There a flat normalmap in that area, and the glowing is because of specuality. (in pic below, you can see bad smoothing with specuality off) The mesh is split on the uv edges .. any ideas ?