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Answer by flabbers

if there's no standard assets package then you may not have selected it at startup. if that's the case just got to Asset > import new package and select the one you want from the list.if it's a...

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Answer by flabbers

not used collada so not sure why it's behaving the way you describe.you can however decrease the file size of the animations coming from maya by baking the anims in maya and deleting the rig before...

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Answer by flabbers

while you can't use maya dynamics, game engines used to be able to handle maya particles converted to textured polys for things like dust clouds when characters walk and flasy sword sweeps etc. not...

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Answer by flabbers

having had a few problems with bone anims from maya i've found the best way is to bake the anims in maya before exporting. that way no rig is exported just the anims and mesh. first though, you could...

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Answer by flabbers

this'll do ya ;)unity programming thingy

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Answer by flabbers

DaveA's probably right with the double textures. to fix this easily use the polygon cleanup tool found in mesh or edit mesh menu. just check the options you want and click apply. it also fixes a bunch...

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Answer by flabbers

you have to manually add the textures which is just a case of dragging the texture onto the appropriate section visible in the inspector when you click on the object. you may have to import the maya...

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Answer by flabbers

auto keyfra....damn beat me to it :)also if you haven't make sure you put control handles on your rig to make animating a heck of a lot easier, animating with just a skeleton is a nightmare. check...

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Answer by flabbers

i know this is old but sooo many people miss this.maya is in fact free if you are a student. just go to the alias site and navigate to the student page. actually don't bother cos it's here, look, just...

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Answer by flabbers

best modelling softwareit's been asked many times on these forums, this is just one example and there are more.take a look at the tutorials at 3dbuzz.com for all the different modelling software and...

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Answer by flabbers

hey chap, the unity guide covers this pretty well so i'd double check each step there. sometimes problems can be solved by baking animations inside of maya then exporting. select each component of your...

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Answer by flabbers

sounds like you may have made the mistake of combining and importing your whole level in one go. you'll be having over 71000 tris which is quite a lot as stated above. game engines render whatever is...

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Answer by flabbers

there may be resources for this if you check the unity resources section, not checked myself but i'm sure there is. however. if there isn't you can always download the FP arms from the epics UDK forums...

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Answer by flabbers

polycount will depend on the function of the car, is it a playable item or just decoration? more polys the former and less the latter. if you think of it in terms of a playable character the you can go...

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Answer by flabbers

way tired at the mo and i'm probably misunderstanding this but i'll give this a crack. get the FPC script from asset> import new package > scripts and check the FPC script. it will appear in your...

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Answer by flabbers

he's right with the smooth preview, it's decieving as you can use this view to model. smooth normals is what you want and you'll find it in the polygon menu set under the heading normals. select your...

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Answer by flabbers

left the mouselook as it wasn't going to give me what i wanted. rather handily mouseorbit does. added a var to adjust the cams height from player transform and bingo. could have tried locking the...

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Answer by flabbers

deleted, reimported and worked fine. weird, obviously made a mistake somewhere but no idea where.

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Answer by flabbers

classic, had the cam targeted at the head controller! that'll learn me to speed build, the mesh was the choice below it so i'd accidently clicked the wrong one :)

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Answer by flabbers

had a similar problem fortunately with an easy fix. in maya you'll need to bake the animations. select your ik's and go to edit> keys> bake animation. do this with the model, bones and control...

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