Were you by chance in a sub-object mode before entering the skin modifier (you need to be in sub-object level 0 before entering the skin modifier else it'll only deform selected components) ?
dHow have you exported these meshes that DDO knows that it has to seperate tthem? I have a model which is tiled in multiple objects and exported it as an obj. as an group but ddo won´t load it as a multiple object! :(
I think the in-game tools are for content control. And the objects you create cost you based on their complexity. If anyone was allowed to import their own objects, the game would be worse. Second wasn't made for 3D artists.
You know, sometime when a model is frozen, and "hide frozen objects" is turned on, it creates a situation where it seems like you can't find the objects. Try unfreezing, and then unhiding as well, maybe it might work?
If possible, make an alternate UV map on such objects that matches the layout of the source object. Copy Skin Weights can use this to transfer instead of position in the world, but it's up to you if it's worth the time.
The first gif looks like a simple cubemap /skybox to me. If you want it to move with the object just offset the uvs by some function of the object's position Or am I missing something
I think i triangulated this as best i could, the three .obj files are the gun, bake material/objects, and another object that needs to be baked(it got left out the initial sweep).
this is such a wierd place for a question like this. <object data="FILENAME.svg" type="image/svg+xml"></object> edit: whoops sorry didn't read the entire question somehow. Look into the contentDocument command
Looks like it's weighted normals causing issues, try changing to unweighted in the objects shape node (Vertex normal method). It could also be from scaling the object, freezing the transforms will fix that.
Open Outliner and all move all orthographic cameras (top, side, front...etc) further away from the object. You can also model in smaller scale/smaller objects.