Because the initial shape is an odd number wide the pivot lies in the middle of a pixel and cause the error. I got around it by moving the pivot (alt drag). It does seem like a dumb bug, but I guess that's just how it works right now.
hi all, I am working on a project for my studies at the moment, where I have to design and make an aircraft (futuristic jet) in the UDK engine. I am not too sure where to start as I have limited UScript knowledge. I think it involves creating your own custom vehicle class and using matinee to change the camera when the…
Do all the pivot points match up? I'm fairly sure that Sandbox places a model based on its pivot point, not the origin of the scene. I would also try resetting Xforms but you said you've already tried that..
Hey there folks ! I'm back again with some screenshots :) I've made a lot of progress this week and wanted to share that with you all. Please do let me know your thoughts :) - MrNexy Dawn is my favorite time of day , in Atajrubah that is ;) Thanks to Unreal Engine 4 the world of Atajrubah is orders of magnitude larger than…
I am currently having a very hard time getting anything inspiring on paper or screen. Here is some of the horribleness I've come up with so far. I feel like these are not worth a post, but I'll get to the habit of showing my progress anyway. (Yep, repulsive colors & shaky camera images of simple pencil…
leleuxart i just worked with the guy that made the in game subdivision pilot helmet from that cod demo a while back, if you're referring to that. he said it was a pain in the ass and took forever so set up so the uv's didn't break when it divided. dealing with uvs on sub-d geo isn't the funnest to begin with. wish i had…
apologies for super crappy cameraphone snap, but this is a literal back of an envelope doodle think that could be quite a cool idea for the flying mode - i can imagine the cauldron being quite clumsy, and borderline terrified while doing this. Not that his "pilot" would care, he'd just whack him on the head and tell him to…
1) Make sure the objects are in the same place when you export as FBX. If they don't share the same space the high poly will fail to cast to the low poly. It looks like they are so that probably isn't your problem. Note: FBX treats the world scene origin (0 0 0) as the pivot for the objects when you export. If you have a…
I did some digging on what MoP said about custom pivots. I think if you do export scene (maybe not object) while the objects are in a group it will retain the proper offset (world/local). Use the pivot for the group center. Just a thought.
Yes, cs is for component space. In this mode, in maya 2018, every component shell has its own pivot on the averaged normal of its components. In previous versions, you had only one pivot at the average normal of all selected components.