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…
It's a player deployed bomb that creates a black hole. I had planned on creating a distort material and applying it to a player facing particle. The view will be top down, but rotatable. Can you go more into this World Transformed refraction? I tried to google it, but this thread popped up as number 1, and the other…
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation
Thanks for you feedback , man! About hand , actually the hand should transform in battle moment or something like this, downwards position of knife makes the senses and im agree about the hand , at this moment a think what would be better to make any difference between skin and rocks And i the end this is not Dobby this is…
I think, you should reset transform and scale, maybe even go so far as to run the "Reset Xform" utility. It looks like you scaled the object (instead of the subobjects like element) and that object scale is messing how the Relax tool works on your UVs. That's just a wild stab in the dark tho...
[F12] brings up the transform type in floater which lets you adjust the position with spinners or numeric input. Although the same is available as well at the bottom of the max interface. Obviously one could write a script as well that lets you offset or keyboard style move objects around, but the question is if its worth…
Reset/freeze transforms. This usually comes from negative scale as far as i can work out. Whether its user error or maya being a tit i couldn't say but i get a lot of models like this given to me by our maya modellers and end up having to fix them in max.
Looks like some of the normals are flipped, this may be because you've mirrored objects in Maya so they have negative scale values. Try doing a Freeze Transforms on all your objects before exporting from Maya, and if that doesn't work then Combine them all together into a single mesh and export that after deleting history…
I know theirs a few, I'll see if I can dig them up later. till then here's some of my notes from when I was learning it, some of it may be off but I've tried to update it to some degree (incoming wall of text): MAYA Notes Basics Menu names: 1st down (menu type) = Status line 2nd down (Tabs) = Shelf Left = Toolbox Spacebar…
I am looking for someone who can make a 3d model of Alpha Q from the transformer series with a few changes like this: Model does not have to be rigged, all I need is a decent render, but it does not have to be completely realistic. If you're interested please contact me @ thaanarchyst13@hotmail.com thanks for viewing! ps i…