Thanks for the help guys. I can't believe I haven't seen Kevin's gears thread. Great stuff. It would be really cool if he did a segment in vetex #2 on his modular workflow.
If you're making any modular system you need a consistent origin placement preferably positioned for the person creating the big picture out of the modules. Center of path is a great metric but sometimes you can do better. Say you have a piping system. Placing the origin right in the middle of the pipe seems good until you…
It's not "out of the box" for any of these, including max/maya, but the concept is really so basic that all you need is to strap together a simple tool to offset the module's transforms based on the difference between it's otherwise default transform in relation to the other module and the "attachment node's" transform....…
For the stuff you are asking for, I would make sure the pivot is in the center of the path that assets are on (seems logical, but I have seen sets that have the pivot of say a wall one side or another instead of centered along it's path). Also learn to edit the vertex normals of the end cap pieces so you don't get seams…
ah... sry. I misunderstood the question. You're talking about exporting/importing with multiple embedded points. There's a bunch of places you can choose to "tack" on that data but, yes, it would most likely require some tweaking to your exporter + a tool to access those in the game... but it should really be fairly…
it's the equivalent of temporarily parenting everything in a module to one of the attachment points and then aligning it to the other attachment point... that's probably a way better explanation.
@dekorkh Do mainstream engines allow for this (UDK, Cryengine Unity etc...), or are you talking about when building something in like Max or Maya. I used to work in gamebryo awhile back, and just about the only thing I liked in it was that you could define custom snap points for assets when you exported into the engine. In…
+m4dcow Another tool you may want to consider is embedding "attachment" nodes within each module. This way you can abstract out the working pivot for each module and have multiple independent nodes that you can organize into however complicated of a system you want. An example would be that you would have some weird curved…