servers seem to be completely down now, I hope they fix it soon... one might think they would have "prepared" for the launch by buying extra server space. 'parently blizzard's debacle didn't teach anyone anything
check your parenting, then check the value you entered in the expression systems. I'm pretty sure it's something really obvious you neglected to double check because you thought it was too obvious that it couldnt be that issue... BUT IT IS :P
Hey Guðjón, I assume you mean exporting to Viewer? If so, try enabling Export Animations, I believe this is required for parenting to work in some cases, even if you don't otherwise have animated content.
so, i'm guessing the australian TV didn't report the woman in floridia in a persistant vegetative state whose husband wanted to allow her to die, but whose parents tried to have the courts stop it? her name was schiavo...
The model isn't parented to anything, is it? At the minute the converter only scans the top level of the scene and just grabs the first mesh it finds, so things like meshes composed of several objects won't work.
really great video, coming from a country with some of the same issues and having to flee with my parents as a young child i will be donating and showing my support on all my social media feeds!
There's an example script here: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_CDE5B06D_4BB4_4DEA_96C1_6BAB98709F09_htm One thing I did make dynamic is the parent's rollout height. It changes when the subRollout is closed or opened.
Had to come back to my parent's home so progress has been slown down. Refined some parts and finished the boots. Calling it done for now as i need to move onto retopoing.
Create your camera, Put the cam into a group, (this will allow you edit the cam and still have it follow the character) Parent cam GROUP to character, probably the hips. Quickly checked this method in Maya, it works.
Other way around, but yeah, mesh attached to a camera. This isn't a new feature or anything though, you can do it by dragging any mesh (or light or other object) on top of the camera object to parent it.