http://hardware.slashdot.org/article.pl?sid=07/08/11/0524250 Seriously, whats going on at the moment ? Irrational Games gets renamed before they can release their next big Title, DirectX10 is declared obsolete, nVidia's G92 will have an Audio-Chip. I blame cosmic bizarro-rays.
I am cloning bolts out and the clone base number is coming out 002. I would like to change it to come out as 02. Is there a way to change this in max and not go into the INI file? also trying to get around the extra step of going through the rename tool.
Depending on the name and the item they may keep it or they might rename it. All the items in the Gyro set I worked on kept their names, and they named the set based of the item names. For the rig I would say if you can fix the weighting on it, then I would do that and submit it.
Image doesn't need to be square for an image plane. I ran into this issue before and it had to do with not liking the file name. Try renaming to something simple like a.jpg. Also you can try resaving out of photoshop I've seen that fix it as well.
You should rename it ...its "woman zombie". Shes way too skinny. Eye sockets too deep, nose junction to forehead too much poping out, fingers too short...and much more. Just check some reference pics in google.
Temporarly fixed my problem by renaming my package the exact same name as my .udk save file. now my jump pads wont link with my pathnode...... god thats not my day. Anyone else having the jump pad problem?
Not a big deal, but if SHIFT + L is used while renaming a scene entity ("Light01"), the entity becomes locked. Would love to have a more organized material viewer. I believe someone mentioned the short material captions, it makes it difficult to quickly find materials.
You might have an object named "front" or used to be named "front". Do a search for it and rename it something else. Perhaps this could be causing the camera problem. Maya is like an old granpa/grandma who has problems recognizing which Steve is which Steve.
Penis enhancement? ;P I believe the only way you could get the model to work is to import it into your modeling program and probably have to rename some items. I haven't tried this though, so there may be more to it. The scales may be off also.
The awesome thing is u do not need to select any renderer. Just rename ur meshes according, select them, Textools automatically figures them out due to naming, select bevel shader and click bake and wait for the render in your UV image window.