Oh weird, I'm not even sure why those props have skin modifiers XD
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#1
Bug Reports / Re: "Use Local Origin as World Origin" seems to not always work?
August 30, 2018, 04:12:48 PM #2
Bug Reports / Re: "Use Local Origin as World Origin" seems to not always work?
August 30, 2018, 02:29:58 PM
Sure, I'll PM you a link.
#3
Bug Reports / "Use Local Origin as World Origin" seems to not always work?
August 30, 2018, 02:17:10 PM
I am trying to export a few models from the same map/max file, but in the resulting mdl files, some of them have their origin centred, while others have it offset, like its using the world origin and not local?
I've been kicking it around for a while now but I cant see any difference in how I set up the ones that are working as expected... ???
I've been kicking it around for a while now but I cant see any difference in how I set up the ones that are working as expected... ???
#4
Commercial Tools / Re: Rocky Plugin
August 28, 2018, 08:58:59 PM
I had to resurrect this thread; what happened to the Rocky plugin? It looks great, but seems to be no longer available?
#5
Bug Reports / Re: No $bodygroup blank unless index is set to 1?
August 27, 2018, 05:32:48 PM
Haha thanks :D
Just messing with it a bit more, and it seems that if there are multiple BodyGroup meshes, the blank index can be set to anything, but if there is only one mesh, the blank doesnt get added if the index is set to 2.
Just messing with it a bit more, and it seems that if there are multiple BodyGroup meshes, the blank index can be set to anything, but if there is only one mesh, the blank doesnt get added if the index is set to 2.
#6
Bug Reports / No $bodygroup blank unless index is set to 1?
August 27, 2018, 03:25:17 PM
I'm trying to set up some bodygroups that should have a blank state they can switch to, but it seems that if I set the Blank Index on the BodyGroup helper to anything other than 1, the resulting .qc file just has no blank line in that bodygroup?
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