Fang give your object in max a multi-subobject and assign 2 different numbers to the mesh. Make sure you have different bitmaps loaded for each or else .ase will optimize one out (lame).
This is a very handy tool to use if you have a bunch of objects to export and you don't want the hassle of repositioning them all to the original manually: http://www.scriptspot.com/3ds-max/scripts/keens-batch-exporter
@Rib: For a portfolio environment you can do it either way. However when building a level "for real" you would want to use static mesh instancing for all it's worth. In which case you would assemble the level in Unreal out of modular parts that snap/fit together easily using Unreal's power of 2 grid snapping system. You…
I'm having a small issue with exporting a static mesh from softimage XSI to UDK. The object has three separate materials on it, but it only exports to UDK with one material covering the entire object. I have re-downloaded the actorX plugin for my XSIx64, tried re-assigning materials in XIS, tried different materials in…
To the left of your move, rotate and scale widgets, make sure you don't have the mouse pointer / selection icon enabled. This allows you to select lots of objects without accidentally moving / rotating / scaling them.
SO the research I have done hasn't made it apparent. But can I do a circular array based off a static meshes rotation? then save as a prefab? I have a hemispheric object... Oh hell pictures are worth a thousand words. The idea being. -Having a less poly intensive static mesh since some can be replicated. -Having a UV…
Wow! This is awesome. Thank you SOOOOOO much for taking the time to lay that out for me. It's hard for me to wrap my head around, but at the very least I can replicate what you have. Basically, it's for a windshield that goes on a motorcycle. I currently have everything for the bike all in one texture, so when I use…
Can you use a static mesh for a pawn? I'm creating a simple marble style game and I get warnings when building my scripts: "unresolved reference to StaticMeshComponent0" "Invalid property values in defaults: Mesh = StaticMeshComponent0" Then when I go to place the BallPawn (which is the default pawn the player would be…
But I think you still have to place the correct type of actor. Could just be the old way, but it's how I've always done it to get objects working right. I can fire it up and have a quick look.
I want to make a camera that will do a circular rotation around an object (dont want to rotate a turntable or anything like that) want it so i can pimp a model off How would i go about making/recording it?