Dark, if you set Frank where he's supposed to be (somewhere in the neighborhood of X=429, Y=343 for the jacket, for example) and you set he Z properly (for his jacket and body, they're both 0; his arms should be about 65 and his head... 165? Did you not export each body part to have the same origin?), he's actually pretty spot on where he's suppose to be I think. Some slight adjust because he hands are currently clipping the ramp slightly; his scale might be off slightly (I would think they scale should be the same for X, Y, and Z). I think everything might need a slight rotation (that's difficult currently since it doesn't seem like each body part has the same origin).
I think he looks fine with Loaf's layback settings, as I mentioned in an above post I'll move the entire model down a bit so his hands are below the ramp chutes.
The reason the head requires extra height value is because I had to export him with his pivot point centered on the world axis (on the floor) to make sure his pivot was centered for reasons I mention in the previous post. The arms require the same treatment but the jacket and chest/body were exported pre-stacked in position for convenience since they don't need to move. The reason I have slightly different values for X,Y,Z scale is because layback in VP will cause distortion towards the back of the table especially, I did the same for the Last Action Hero crane since objects appear taller towards the back, I played with these numbers while comparing to R/L photos for most accurate look.
For a desktop release all the model parts can be left at 90, but currently I think the slightly leaned back settings are preferable. I can re-export the jacket and chest to have their pivot points centered on the world axis if need be, but this will in effect stack everything "on the floor" making it a little bit more difficult to line them up, but not a big deal really.



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