Rick Posted June 19, 2012 Share Posted June 19, 2012 Does anyone know how to mirror bones in UU3D? I have some weapon models from Game Creators but they are left handed. I can select all and mirror the mesh but can't seem to do the same for the bones. Anyone have any ideas on how to do this so I can get a right handed hands & gun? Thanks! Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted June 19, 2012 Share Posted June 19, 2012 I did it using Fragmotion, not sure about UU3D Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Rick Posted June 19, 2012 Author Share Posted June 19, 2012 Thanks Pixel! I'll give that a try. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted June 19, 2012 Share Posted June 19, 2012 If you are importing .x format into UU3D then on the import dialogue you should be able to check flip handedness. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted June 19, 2012 Author Share Posted June 19, 2012 Cool never noticed that before. On some weapons I get some crazy verts on the glove in UU3D but I don't get that in Fragmosoft so it worked out pretty well to mirror then export from Fragmosoft (I did fbx) then open with UU3D and those verts were fine. Not sure what that's all about. Some weapons (M4A1) have 1/2 of the weapon missing. I think I asked this before but can't remember if there was an easy solution to this or if it required some detailed modelling to get the other side of the weapon. Any ideas? Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted June 19, 2012 Share Posted June 19, 2012 Cool never noticed that before. On some weapons I get some crazy verts on the glove in UU3D but I don't get that in Fragmosoft so it worked out pretty well to mirror then export from Fragmosoft (I did fbx) then open with UU3D and those verts were fine. Not sure what that's all about. Whilst using Fragmotion in the conversion pipeline will help with some of the more "troublesome" models/HUDs there are some that still won't import correctly to it. I wrote a convertor in DarkBasic Pro to make use of its import/export functionality, which helped with those but still not all of them. Some weapons (M4A1) have 1/2 of the weapon missing. I think I asked this before but can't remember if there was an easy solution to this or if it required some detailed modelling to get the other side of the weapon. Any ideas? If you mean the FPS HUD's then the weapons tend to have the faces that wont be seen removed, to save on the poly count I guess. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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