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FBX level import and axis mess up
#384623
10/05/11 13:39
10/05/11 13:39
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Joined: Jul 2002
Posts: 5,181 Austria
Blattsalat
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2002
Posts: 5,181
Austria
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Hi, I am trying to export a level made in max to gamestudio via the fbx feature. here is a shot of the level in max: the tree model in MED: the result when imported in WED: It looks like the entire tree model placement is rotated 90 degrees. While the trees stand in the right direction, their placement axis look wrong. When exporting to FBX i use the Z-axis as "up". When I use the Y-axis as "up", the trees are placed the right way, but they are all rotated 90 degrees: Am I missing something here? I could either rotate every single exported model by 90degrees to fix the problem or use the exported mdl file the WED-FBX importer generates (this models are rotated 90 degrees for some odd reason): Does anybody have a clue what I did wrong?
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Re: FBX level import and axis mess up
[Re: Blattsalat]
#384667
10/06/11 00:27
10/06/11 00:27
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Joined: Oct 2004
Posts: 900 Lgh
rojart
User
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User
Joined: Oct 2004
Posts: 900
Lgh
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Hey, tried to Reset XForm and the Y axis is the right method.
Last edited by rojart; 10/06/11 00:32.
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Re: FBX level import and axis mess up
[Re: rojart]
#384708
10/06/11 12:40
10/06/11 12:40
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Joined: Jul 2002
Posts: 5,181 Austria
Blattsalat
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2002
Posts: 5,181
Austria
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Hi, I have tested it with a primitive cylinder model, reseted xform and the 2006fbx exporter and the result is the exact same: If I use Y as up, the models get exported rotated as well (makes sense, since z should be the up axis for me). Using Z, the models are not rotated neither in MED nor in WED, but they are not spread along the world y axis but are rather positioned along the Z axis of the editor.
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Re: FBX level import and axis mess up
[Re: Blattsalat]
#384856
10/09/11 15:55
10/09/11 15:55
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Joined: Oct 2004
Posts: 900 Lgh
rojart
User
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User
Joined: Oct 2004
Posts: 900
Lgh
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Sorry for the delay in replying, I've been very busy at work the last days.
Here are the steps you need to take:
Firstly, modify your all tree ref models, also the same that are copied 1:1, that did not repeat as references, eg. more or less vertexes and tris.
This needs to be done, because the WED FBX Importer make it automatically as referenced ("as model ref") and after converting you got the same rotation, this is wrong, right?
1. Select All Objects (Ctrl+A) 2. Menu -> Group -> Group -> OK 3. Hierarchy panel -> Adjust Pivot rollout -> Affect Pivot Only 4. F12 and set the XYZ axis to 0, close and deselect the Affect Pivot Only 5. Right Click on (Select and Rotate) and in Absolute:World set the X to -90 6. Menu -> Group -> Ungroup -> OK and Select All Objects (Ctrl+A) 7. Utilities panel -> Reset XForm -> Reset Selected 8. Export it as Up Axis: Z-up, Done!
Now the 270° is gone, but should be possible with the FBX Importer also, just ask Developers.
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