ive recently dug out an ancient character i did, rigged and animated. wanted to merge into another scene but the scale is way out. due to the biped its linked to, it deforms horribly if you bring it into the new scene.
easiest way ive found to bring it across is creating an animated proxy. its mechanical, made of many seperate objects. some may have been mirrored originally, but htat was years ago.. they are all unique meshes now.
i select all the parts, and do an animated proxy export, choosing to have all pieces in one file.
works fine, but.. about 40% of the parts have inverted normals. ive checked the original meshes and they all have correct normals.
any suggestions?
easiest way ive found to bring it across is creating an animated proxy. its mechanical, made of many seperate objects. some may have been mirrored originally, but htat was years ago.. they are all unique meshes now.
i select all the parts, and do an animated proxy export, choosing to have all pieces in one file.
works fine, but.. about 40% of the parts have inverted normals. ive checked the original meshes and they all have correct normals.
any suggestions?
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