Ah sorry I didn't try it with FBX. Apparently, importing .fbx does not return the object name the way .ma does so maybe hard coding the object name is the way to go.
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Select your Skinned model. Make sure you are not in Sub-Object mode below the Skin modifier. If Editable Poly is in Sub-Object mode this can cause the Skin modifier to stop working.
The first results of work on demos in UE4.First of all we want to do gameplay on primitive objects, and when we reach the desired result, replace primitives objects. https://youtu.be/TJTz_cau5Bw
I did a few more things. I have a mix of both low and hi poly object in the wireframe. The hi poly object will be used to make my normal maps. Critiques welcome...
does the object have uvs? if it does maybe using the function that flattens the object in uv master I think that's what it's called, might do the trick. I have never tried it though.
I find this happens often when I'm trying to go from a very low poly object to a very high poly object. Using a lower resolution setting in dynamesh often fixes this.
Thanks for the reply man, but no joy, now I get an error message: Error: line 7: Invalid object or value: 90 It seems to add 90 and -90 to the rotates of the EP curve object.
There are no textures. In 3ds max, is there anyway to join 2 objects without them cutting into each other? I don't want any new cuts made, just 2 objects joined as one.
Yeah, File -> Merge will do this (unless they renamed it in recent releases). It gives you a list of all the objects in the scene and you can choose any selection of objects to import directly from the scene.