Posted By: Blattsalat
FBX level import and axis mess up - 10/05/11 13:39
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?
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?