(Your image is suggestion a different question.) For setting the 3D Cursor (white-red-doted circle) to any coordinate: on the N-Panel > View 3D Cursor Location set any value you want.. setting to 0,0,0 just drag over X, Y, Z and simple type 0 (once). For moving the object (in Object Mode) or any selection of…
Because Maya uses selection masks instead of modes, you have to essentially block all other selection types at the same time you want to work with a specific type of component. setSelectMode components Components;
selected objects are the modular pieces. 2nd column in the HUD shows what the selected stats are. UV's are laid out and I'm attempting to follow a couple tutorials to texture out. I'm trying to stay true to concept, but based on what tutorials (ala PhilipK.net ect.) I find I wanna bring more detail to the wall panels…
Go to Window->Animation with Player selected. You should see a sequence of sprites for each frame. I suspect you just dragged the first frame into the game window and made an animation with only a single frame. What you should do is shift-select all of the frames and drag those into the game window. You can also drag…
In Maya, in the polygon tool set, under normals, there is a setting for hard and soft edges. If you are using low poly counts you need to use these to dictate how the normals blend together. On hard surface stuff generally all the normals are hard, and on organic stuff they will be all soft. Select your entire mesh and…
Yep, the bones are following the controllers so it's not a rig issue, it's the skin weights. Right click the mesh and choose "Paint Skin Weights Tool". You might be able to fix it by going into select mode, select the messed up verts, and hit the hammer icon. That probably won't fix it 100% but it will get it a lot closer.…
Usually what I'll do is throw everything into a group in Photoshop and select the dead space in my UVs; then I'll shrink the selection a bit and convert that into a mask. If you aren't using PBR, you can set your AO's background color to black (a baking option in xNormal) and when you multiply that over your diffuse it…
Import one fbx file. Select all the bones and do Animation | Save Animation > animfile.xaf. Reset the file, import the next fbx file. Select the same bones and do Animation | Load Animation > animfile.xaf. In the load dialog pick "Absolute" and change the start frame to about 5 frames past the last keyframe. This should…
One way to do it, but you won't be able to scale individual axis. Scaling each subtool individually. 1. Select subtool 2. Go to Tool>Deformation>Size (remembering how much you scaled it by) 3. Select next subtool and repeat, etc You'll need to reposition each tool as well as it'll scale from the world origin. Might help,…