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Collada can handle Physique??
So true, good point!
ehmm so this forum is not in focus?
I totally forgot about those "feedback" links. Saw them more as Beta list functions.
But I will use this...
Max setttings should be meters.
Save selected or export selected. (Export settings should be meters)
In your Unity change import settings to 1....
1) Terrain brushes needs cursor like in photoshop that indicates their actual size.
2) Terrain brushe values dont get resetted to default...
I would like export my excel sheet to my ICal.
-Can this be done?
Ex.: I cant get http://scriptbuilders.net/files/exceltoical1.1.html...
Im about to switch from Max
negative value in scale is bad, its a hack that WILL need a counter hack later on hehehe
I also do think a scale that is not 1 1 1 is more...
Maya might do the same as Max: Count the physical verts and tris not regarding split uvs and hard edges (smoothing groups)
-or if it rotation are not 0.0.0 ;)
Am I right that Max files by default import settings have a scale value 0,01 and FBX now is 1,0?
Im only trying to help ;)
Im not the one that made left or right hand coordinates.
I rotate my pivots in Max 90 in x before I export...
I think it would be easy FBX export and import to Maya IF you use Skin instead of Physique. I think FBX supports Physique but if Maya can eat...
Sweet as candy!
Good and simple, nice one...
One little note:
Max 2009 has become quite unstable in its UVs when working with more than one UV. So its a VERY...
When you make a prefab you kind of "brake" the link between the raw file (FBX or Max) and the prefab in Unity.
Does these errors occure with out the animation/skin/rig
Just as plane mesh ??
Vray and Vray dirt 8) (especially to AO)
I export one large scene into unity as a "Placement Dummy scene"
I then export all "props" one by one.
Then make them to unique prefabs...