Hmm... that is really weird. Can't say I've come across that before and I have used biped in max 2009 quite a bit. Clutching at straws here, but is there anything above the skin modifier in the stack? edit: yea, definitely check Runner's suggestion too.
You probably can do without it, works best on grass with more geometry. If you're planning to make a large grass field, modifying the vertex normals of the grass blades so that they all face up will help you blend your grass with the underlaying terrain.
Ok now I get the same problem again and it seems to happen when I apply to mesh the noise modifier making the whole mesh strange like some seetrought mesh border against the ones behind and unresponsive paint over .. .what's going on there?
After import, select the groups and go to Modify > Search and Replace Names. If you have pasted__ as prefix do: Search for: pasted__ Replace with: (add a space) Replace hierarchy. If you did correctly Maya will whine in the log editor but will successfully remove all the prefixes.
thank you! My brother does all the programming. I´m just the artist. I will ask him to answer your question about the blurcage. We use the bullet physics engine but he heavily modified it. These are the exposed parameters to setup the car handling:
but i thought we aren't supposed to modify/bypass the original skeleton? well animating it isn't much of a problem, but since there is no "REAL" way to import the animation (i donno how those people who does taunts etc does it), im kinda lost ~_~
That's a good idea! I was actually thinking of trying to modify the Geostrike particles so it looks like blue paint dripping/sticking them to the earth... but particles are something I have zero experience with so I'm not sure if I can swing it in time for the competition.
Ohh no thats not the problem, the problem is how the tracks bend to fit the shape, i cant get this type of effect where the trackfollows the path but the track it doesnt bend. i am using Max with itoos clone modifier plugin, really recommend it for this kind of stuff
What's happening is that the CAT rig is being exported as geometry, and not as bones. That is odd. The cool thing about CAT is that you can use any mesh as a bone, but it should still pick them up as non-geometry. are there any modifiers on any of your CAT bones?
if youre working on editable poly mode then you should check for the button "turn" in the modifier. you will then be able to change the direction a face is plit into two tris. i hope thats what u wanted to know, maybe i got you wrong though...