Hey, thanks for the pic haiddasalami! Actually I think I figured it out a different way. I just had to put a constant in the time node. Speed X and Speed Y pretty much change into Position X and Position Y.
Does anyone know of a method to change the orientation of a bip file. I am trying to combine two different bip files into one model. The only problem is that one bip is facing y + and the other is facing y-. Thanks.
Are you using the same tangent space? OpenGL = +x +y + z. DirectX = +x -y +z. Did you bake and import the meshes already fully triangulated (already should have if not).
Don't have time to test it, but it's probably because Maya has a Y-up worldspace and Max has a Z-up worldspace. My guess is that you can fix it by changing this: outColor.rgb = worldNormal; to this: outColor.rgb = worldNormal.xzy; See how it's swapping the Y & Z?
I've run into a problem with a feature in Wall Worm Model Tools (ongoing thread at http://www.polycount.com/forum/showthread.php?t=78621 ) that I have been stumped on and currently don't have time to figure out. I'd like to fix a feature that sets the $origin setting in models' QC file as an offset from the world origin.…
Available on Fab and Gumroad Contents: 1. Introduction 2. Create Custom Materials 1. Introduction "Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set. It comes with a variety of premade materials that are perfect for quick prototyping in Unreal…
here's a turntable of the model. [ame=" https://www.youtube.com/watch?v=y-dKHuvCR4E"]https://www.youtube.com/watch?v=y-dKHuvCR4E[/ame] and of the head [ame="https://www.youtube.com/watch?v=b1vw_-nZOeg"]https://www.youtube.com/watch?v=b1vw_-nZOeg[/ame]
i dont know what i did but i cant fix it... my rotation is locked to the y axis, no matter what axis i click or choose in the channel box it will only rotate on the y axis... anyone know why this is happening??