gmax - you don't "mirror" and "reset scale" in FSDS.
I believe he cloned and mirrored, instead of applying the mirror parametric modifier.
The optimum solution would be to go back to the source file, clone the part, and apply the parametric modifier. I'm not too sure/comfortable that an "after the fact" reset reliably exists.
I found that it's better not to apply mirror modificator right on object but to clone an object first and then apply mirror on clone...so you have animation copied,no need to detach and no need to deal with pivot too much...
Not really what I meant. Say you create a wing. Then you mirror the wing for an exact ,but opposite copy for the other side, then the faces will be flipped, which means that the textures will be on the inside of the wing. All you have to do is (and it's been awhile since i've done it) but off of the top of my head, you use a surface modifier and then go to normals and click flip. Now the textures are on the outside. Yes it is from many, many frustrating months of experience.
Last edited by data65 on Sun Feb 01, 2004 10:13 am, edited 1 time in total.
There's one step that you are missing in the flipped normals fix.
If you have used the mirror tool instead of a mirror modifier, you need to select the mirrored part, go to the utilities menu, apply "reset X form" to the selected part. Your part will now look inside out in Gmax. Apply a Normal modifier to the part and click "flip normals". Now the part will appear properly in Gmax and should appear properly in the sim. Just flipping normals will make the part look right in the sim, but if you want to go back into the Gmax file and tweak things some more, you'll have everything inside out.