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3ds Max, SLAV scale issues


WatanukiKun
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Hi. There's an issue with creating rigged meshes in 3ds Max that's been bugging me for a while.I can work around it, but I'd much rather address it if possible. It's about the size of the avatar skeleton in the 3ds Max viewport.

 

Is there any way to have the skeleton imported from SLAV, import at a usable size without having to scale it up first?

 

No matter what I have 3ds Max's system and display units set to, the skeleton will always import as a tiny speck in the middle of the viewport grid. Almost impossible to work on due to the clipping planes slicing through it when you zoom in.

 

Is there something I'm missing or is it just a fact of how 3DS Max's units reflect as Second Life units?

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