Max and Unreal both use -y. Mudbox, by default has it set to +y for Maya compatibility. Just change the "compatibility" setting to 3ds Max in the "Normal Map Output" settings for the extraction in Mudbox.
@monster Just wanted to give you and everyone else a quick update. I managed to match Unity about 98% on a 1:1 in camera views. So while the physical camera did not allow me to shift to vertical, the Free Camera did. So kudos to you Monster. I even managed to match the position values from max and unity and the camera…
It's possible that your Y-axis orientation is mismatched between CrazyBump and Maya. Try changing the Y-axis orientation on CrazyBump's control panel. Does that help?
Does the fist and last frame of your animation have the same value in the translate Y? Most likely the last frame has an increased Y value - which is causing him to gradually move up in Unity
1. Consistency. Imagine if you can select all joints of the 4 fingers and rotate Y to flex them all together. If some of them are X, some are Y, animators are going to really hate you.
It has some issues... I thought I'd post up the code and see if anyone has ideas... I'm finding it difficult to connect the floatFields to the value of the functions... and the selected vert mode doesn't work... Here it is. It's mostly an exercise in scripting #Import Necessary Modulesimport maya.cmds as mcimport random#…