Which 3d software, and which game engine? Can't help you without that specific info. Sounds like a bad transform on your friend's models. In Maya you can use Freeze Transform, in Max you can use Reset Xform.
Hello everyone. I was just wondering if there was a difference/other purpose in using a duplicated joint as an offset group for an FK control joint as opposed to a default null transform node/group. I have just recently seen it and was curious if there was an advantage to using it over the traditional null transform node.
In my keyboard shortcuts I see an option to map "local-relative transform" to a key and "world relative transform". Am I overlooking an option to toggle between the two orientations? My goal is to press a key and watch my widget alternate between local and world orientation.
Reset xform also reorients the objects pivot point to match the world. Normally if you just want to reset the transform data and zero it out without messing with the pivot point you can go into the hierarchy tab > reset transform > reset scale.
hey man, thanks but i don't want to use the insert key to manually move the point to the middle of the floor. because when i press 'freeze transformation' and then 'reset transformation', it automatically moves the point to the middle of the floor. but for some reason, this piece can't.
I've been doing it hundreds of times in Viewport 2.0. Freeze transforms fixes the problem 100%. Edit: Just to show that it works.... 1. Duplicate special. Model is black 2. Freeze transforms. Everything looks nice 3. Combine. Normals are fine.
Simple Version: If I saved a scuplt as a Zbrush document and not a tool, is there anyway of getting back into transform mode with it? Extended Version: Okay so I just started learning Zbrush a day ago and while the sculpting is very user friendly to me, the simple thought processes behind how to work with in the program is…
Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…
surely you'll get away with just freezing transforms on the original bones after mirroring everything - you might need to disable/enable always transform as well wierdly I don't think I've ever needed to do this in ten years of working in 3d...
It's not the history that's the problem,it's the transforms. Make sure you freeze transforms on any object you've duplicated with negative scale in the future. Also, get into the habit of toggling face normals or turning backface culling on in maya before export. It'll show you this kind of error.