I attached a max file (2017) as an example. 1. Uses Path Constraint (not Spline IK) 2. Each object has a Look At target to the object in front of it. 3. Each object's Look At upnode is set to the same look at target. 4. There is one extra object that the last can target.
Seems like viewing object space normal maps in marmoset already works ok, so it would be really nice to get the option to paint/edit them in the painting tools. Doesn't seem like there's anyway to do that currently unless I'm missing something. At least not in a way were you can get a live preview of their effect.
just a note: when using the maps in object space, the objects can rotate and still maintain proper shading: http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29#Object-space_normal_map
Animate > Motion Paths > Attach to Motion Path. (This makes the object move along the spline). Animate > Motion Paths > Flow Path Object. (This will create a lattice around the object to deform it to the shape of the path).
[pquote]What you are saying Is I can make one object the child of another. And then export them as separate objects, then I will bring them into udk and the child will be placed in relation to the parent object?
What is the best way to split an object with smoothing groups into two objects, while still preserving the normals? Edit Normals helps with single smoothing grouped objects, but averaging destroys smoothing groups.
Cool script Arshlevon, but I'm getting strange behavior from the other objects in my scene. Even by selecting objects in in the outliner I can't get these objects to (re)show once they disappear.
Is there a script that can replace/overwrite the base object when re-importing an FBX file into 3dsmax so that the modifiers stack remains? MODO has such an option. But how would you script it in 3dsmax? How does 3dsmax know which object is which?