another way if you creating prefabs is to make sure you objects are rotated -90 in max then reset xFom again, and export, assuming they are facing for…
like suggested make sure the object in Max has had its xForm reset, and this would be easier to fix Unity side because of the differences between z up…
oh man that file is a mess! i have references to my works script categories and menu items over 22000 times! just deleting (cutting out to make a ba…
Hi I’m also working with max and unity animations so, and on the last project had similar issues with animation sizes, Each animations size is hugely…
Hmmmm ok, Thanks for your reply, it’s very weird, the entire script works apart from this bit
hi this is doable in the UI by grouping everything togeter and using the snap to grid option. If you want to do it via a script the general idea of …
the previous post should give you the full path also but it looks like you using the default max project? If you are or you are managing the project t…
there is the “By Angle” option in the face selection mode of an editable poly, or “Ignore visible edges” option in editable mesh, should do what your …
ok, thats kinda good to know because it means im probably doing something wrong. Ill have another look over it tonight and see if i can spot anything.
you actually have almost everything you need to do what your asking already Your using on btn_01 pressed do and the spinners have the same for when…
its because you uvs have “depth” in the W channel, if you add an unwrap and change the view mode to vw then flatten then and run your script i believe…