I didn't know about that initial orientation thingy that Zolden linked. So you may try that first. The resetXform needs you to convert to editable mesh so reskin in a must.
In the same menu where you have the M3 scripts, the one with a hammer, you have an option Reset X-Form. It resets all the transformations to default. The scale and rotation is the important ones. If you rotated your model in any way before skinning it may show up in the editor as somehow flawed model.
Right click on the rotate mode icon with the model selected and see if it's [0,0,0], for the scale it should be [100,100,100]
I don't know if it will help but if you think of doing your custom models you should always take that into consideration :)
Make sure you have transformation reset on the model before you skin it. Just a thing to check. I don't know if normal are taken under consideration when calculating specular (it should) but maybe it's something to look there.
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Nice :)
@SoulFilcher: Go
Well tweaking is also modeling (if you're remodeling). Why not try doing something new then? :)
@SGTMeowmers9: Go
That's what M3 plugin development does to you ;)
@Kanitala: Go
Oh you party monster you :)
@Kanitala: Go
I didn't know about that initial orientation thingy that Zolden linked. So you may try that first. The resetXform needs you to convert to editable mesh so reskin in a must.
@Zolden: Go
That's the same thing :D
@Kanitala: Go
In the same menu where you have the M3 scripts, the one with a hammer, you have an option Reset X-Form. It resets all the transformations to default. The scale and rotation is the important ones. If you rotated your model in any way before skinning it may show up in the editor as somehow flawed model.
Right click on the rotate mode icon with the model selected and see if it's [0,0,0], for the scale it should be [100,100,100]
I don't know if it will help but if you think of doing your custom models you should always take that into consideration :)
@Kanitala: Go
Make sure you have transformation reset on the model before you skin it. Just a thing to check. I don't know if normal are taken under consideration when calculating specular (it should) but maybe it's something to look there.