This should put it in the upper left corner of the primary monitor. You can copy and paste it into the low left of the Max UI, then press enter. SetDialogPos gTextureBakeDialog [0,0]
Yeah, there's a Polycount thread on it: http://www.polycount.com/forum/showthread.php?t=71995 (Basically, all you have to do is set the low poly's visibility to 0.0 in the object properties and it'll bake down fine) --- http://steamcommunity.com/sharedfiles/filedetails/?id=519054132 Got the M4A4 out!
From what I tested, apparently the keys array starts at 1 and not at 0, so you cannot have the frame number being 0.0 as that what mykey returns. Don't know if there is any reason for this, because I was sure that you could have keyframes in the -minus area.
The December 2017 data drop includes 120+ new entries and additional corrections, approaching almost 4700 total entries! Looking forward to hitting 5000 in 2018! Best wishes for a wonderful year to #gamedev worldwide. Now for some fireworks and champagne! Happy New Year! <3
The FBX importer is a bit wonky in UDK. The collision definitely requires a UCX_ prefix, but what follows is uncertain. Sometimes it works with a suffix of the object name, sometimes it doesn't. I usually just end up calling them UCX_001, 002, etc - and that works fine. It seems buggy.
another option: select All verts, and reset its weights to 1.0 select All edges, and reset its weights to 1.0 and crease to 0.0 (Editable_Poly) there are some cases where max modifies them automatically. don't know why or when, you just notice the problem..
I got a bit sidetracked with another project which is nearly complete as well, got some time last night to work on this further and added the hovering animation in UE5 to the props, here is how it looks now: https://cdn-animation.artstation.com/p/video_sources/000/688/979/wip-tda.mp4