Move all is a one time adjustment, to move the entire animation into a new position in the scene. It is not animatable, it's a pretty drastic step that can go terribly wrong if you're not careful to collapse it. There are a few ways to do what you need. 1) Reanimate the center of mass on the biped. There shouldn't be much…
Hey Daniel, just purchased the script and set it up. Works like a charm. :) I did have a strange occurance at one stage when the import scale had to be set at 100 for real-world to work, but haven't been able to reproduce it and everything's working as it should at import scale 10. If anyone's interested in setting the…
It really depends on the purpose and size of the environment. If the environment is pretty large (like part of a big lake environment) then I would generate a coastal terrain inside of worldmachine and texture paint it inside the desired engine with some tiled materials. You can then add minor props like river rocks/grass…
Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
I'd like to port a more Silo and Modo feel to 3dsMax someday with nifty context sensitive and useful scripts/ tools, this sounds nice. In particular what I like about Silo and what max lacks a lot is:* instant shortcut assignment * more context sensitive (whatever sub mode you are on, it works as you need it) * quick GUI…
sometimes some mesh info can get corrupted on a mesh or poly object. It helps sometimes making a snapshot of the model and exporting the snapshot. A snapshot is a term in maxscript where it creates a new 3d model of an existing one but as a new Mesh (can be converted to poly). I had it sometimes that some smoothing group…
From Poop's in-progress normal mapping tutorial: (http://www.poopinmymouth.com/tutorial/normal_workflow.htm) "If you are using 3DSMax as your baker (baking normal maps is only available in max 7 and up) you may not have any UV chunks overlapping. Grab the offending chunks (in the above example, both legs and feet grabbed…
This probably isn't what you want to hear but 3dsmax has some great tools for making morphs, mirroring changes from one side to another and adding in asymmetry wile still working mirrored. It's an amazing little plug-in called: Transmographier It doesn't get any easier than this:…
Hey fellows! Great texturing work once again. You people humble me. I'm not worthy!! Just wanted to share the MAYA 7 rigg in case anyone wants to "pose" the character when finished with the texturing. If you are more familiar with 3dsmax and have access to Maya 7, you can always pose him in Maya 7, select the posed mesh…
oh hell intersecting alphas in torque. If you aren't using 3dsMax for the modeling you're just plain screwed, and need to take a different approach all together. if you're using max you can put SORT:: in the name of the finished object, and the exporter will chop your mesh up into enough polygons/subobjects so that it will…