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During the development of Soul Forge Lodestone Games was asked to consider reusing some character art assets that a different studio had developed for another game Sony was going to publish. While the external assets were made in 3ds max and Character Studio - the build specifications were completely different that what was being used for Soul Forge. Soul Forge characters were designed in centimeters and with the front of the character facing down the positive Y axis. The external character models were in inches and facing down the negative Y axis.

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Rotating a biped skeleton into a new default position is exceedingly hard. After a lot of trial and error the art team at Lodestone figured out a series of steps that would accomplish the task. LSAboutFace automates those steps so the artist just has to push a few buttons to get the assets converted into the proper format.

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