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Daunting task but it would be greatly appreciated; keep up the solid work guys.
yeah mate didnt work no matter where i place the object in editor even in maya the object does not sit on the worms hand rather than stick through the hand im doing everything same as the tutorial says.
Or Do I have to assign the object I made to reference point such as a dummy object caled pSphere1 etc
Or do I have to rename the object.
As I like curtcooll cannot get my object to sit right.
Moving pivot point, moving the object, exporting as DAE or FBX nothing seems to work.
In 3d max Make the object you want.
Move Pivot point.
Recenter Object.
Export as OBJ
Import OBJ into Maya
Assign Materials
Export as FBX / DAE.
This is due to Max not knowing that X is never up.
Maya and Max export to FBX / DAE does not take into account scaling
If there is a simple way to make 3ds Max and Maya under stand that the new vertex points from scalling is actually wtf I want then please enlighten me.
Converting to Poly / Mesh, assign modifiers and collapsing does norhing with scaling. FBX does not see scaling at all on maya or max.
I always 0 the model out so its smack bang in the middle, freeze transformations (after I've moved it to fit on a worms head if its a hat for example) and delete all history before exporting the asset. Never really had a problem.