There's a setting in the "unparent" options (which is basically what you're doing here - unparenting a node) which tells it to preserve local transformations or not. This can prevent objects "jumping" when you move them - instead it just adjusts their relative transform values so they appear in the same place.
A minute or two in Maya. Starting from Transfer maps, set the envelope at the correct size, unparent it from the base model, clear history and export for xNormal.
Well, not sure if this is the right method but i just unparented the swingarm bone from the root, set its orients to 0, re-parented it back and all is well.
You can try creating a box around the items, parenting your mesh and rig to it, scaling the box down, resetting it's XForm and then unparenting your rig/mesh.
I'm digging up this thread because I would like to make the best choice. I see what you guys are saying about the parenting unparenting for reloading, but you only need to parent the weapon to one hand for FK right? So the unparented hand could be the reloading hand. Can FK be jittery with proper animation? Or are they…
without any more information, heres an easy way to get the coordinates back, create a locator or group and snap it to the foot controller pivot, parent the foot controller to the locator/group and freeze the transforms on the foot controller, then unparent it and it should now have the world coordinates. but what antweiler…
Position your sword over the one from the juggernaut reference. Then select only sword1 bone and unparent it. Then hide/remove the reference so only sword1 bone and your mesh are left in the scene. Delete history and freeze transformations. Smooth bind and weight paint the mesh with the sword1 bone. Export to FBX and…
Well, I would've deleted the thread, but it doesn't appear you can. I figured out the issue in the end. Turns out the meshes had been added as children to a Shadow Catcher. So like I suspected, the last thing done was probably to capture the shadows only. Unparenting the meshes solved the issue, though I coulda sworn I…
I would create a box> use snap together tool to snap the box to a face of the frozen transformed object you want the rotation axis to be on> group the object(or Group of objects in your case) under the Box> Freeze Transform on the Object you want to edit> unparent from the Box and delete the Box> The Old object will…