Whenever I mirror any objects in 3DS max and import them as FBX files into unity they appear flipped. Is there something I need to do inside 3ds max to stop this from happening. Is this related to the objects pivot when it's mirrored in 3ds max?
I set up Mayas grid to match what UDK using...which resulted in me having to zoom way the hell out and now im camera pivots at a really tight angle. How do you adjust that?
If I understand you correctly, the only way I can think of that MIGHT work is by grabbing the edges instead and scaling them with edge constraints turned on. And make sure you're scaling with the pivot point center and not the selection center.
I'm with Eric. I had envisioned connecting capped ends (half spheres) sharing the same central pivot, then your outline is always clean. Maybe add a small horizontal capsule 'pelvis', that your hips can revolve in?
I'm having issues using path constraint in order to create stitching for cloth objects. I followed this tutorial. For me, the stitching rotates the wrong way once it turns a corner. What do I need to change? All model/splines have centered pivots and reset xforms.
yo momma so fat I couldn't create a rig to support her yo momma so fat she had a jiggle deformer by default yo momma so ugly her pivot ran away and never came back
I'm with illusions on the mechanics of it. It would be horrendous to work with that type of reload mechanism. However, if you do have to build it like that simply leave the middle hinge rails as separate parts and put a joint at each end so they can pivot properly.
If you place the centre line of your wall along the grid you need less unique modules and there are less edge cases. Sadly though that's usually Impractical and as a result you need to cover walls being on both sides of the grid line. Put your pivot at a corner, set the grid to a single wall component size, make some…
Hi, You can mirror assets/ static meshes in UE4 - does it work without any issues due to shading and lighting ( flipped normals), because the x-scale is minus 1?I want to avoid useing extra static meshes, only with a different pivot. Thx
Are you on Maya 2016+? I believe it's the bake pivot feature. If not, I believe either Ktools or Quick Pipe has it (not sure off the top of my head, sorry). https://gumroad.com/l/ktools https://gumroad.com/l/QPipe1a#