FBX level import and axis mess up

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?
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/05/11 19:45

Solution so far (at least this seams to work for now):
Export as Collada file and replace the messed up models with my original ones.
The Collada file doesnt seam to have this weired 270degree orientation.

If someone knows a better solution please post it here. I cant be the only one having this issues....or do I?....tam... tam...taaaaaam!

cheers and have a nice one
Posted By: rojart

Re: FBX level import and axis mess up - 10/06/11 00:27

Hey, tried to Reset XForm and the Y axis is the right method.
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/06/11 08:51

xforms are reset and exporting with Y as up loads the level right but:
a.) all models are loaded with a 270 degree z value in WED
b.) all exported models are turned 90 degrees in MED (see the last picture of my post)

this way it looks right in WED but I am looking for a method to have 0/0/0 values in the object properties in WED as well as MED mdls with z as the up axis (like in the second screenshot in this post).

I would prefer an option in the WED fbx importer where I can pick the up axis before clicking ok.
Posted By: rojart

Re: FBX level import and axis mess up - 10/06/11 09:48

I just tested with simple primitives objects and seems to import for both WED or MED without any extra rotation, but can you upload your test level or send to rj[at]gamefactor.eu and I'll check what happens.
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/06/11 12:40

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.
Posted By: rojart

Re: FBX level import and axis mess up - 10/08/11 10:43

Yes, now I remember I had the same issue with 270° local (-90 3dsmax) and I've a workaround, if you're interested yet?
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/08/11 12:23

Sure. Please post anything that might help.

cheers
Posted By: rojart

Re: FBX level import and axis mess up - 10/09/11 15:55

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.
Posted By: rojart

Re: FBX level import and axis mess up - 10/15/11 01:01

Hope everything works as I wrote to you, or something does not work?
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/17/11 08:34

Hi,

No. Thats just rotating the models prior export.
Unfortunately thats not working for level design work.
Defining the axis while importing into WED would help I think. But I havent found a way to do that yet.

cheers
Posted By: rojart

Re: FBX level import and axis mess up - 10/17/11 09:17

When you say they don't work, what exactly happens, any screenshots would be most welcome if possible?

Just tested with primitives and works very well, but should work with level design also and if needed I'll show you the screenshots, too?
Posted By: Blattsalat

Re: FBX level import and axis mess up - 10/17/11 13:31

Its just not a solution for the problem. Of course is rotating the single models before exporting going to "fix" the problem in WED. I could also rotate the models in MED or in WED by 90 degrees.

But either I have to manipulate the mdl files orientation (leaning left instead of standing upwards) or the WED layout of the single models by faking Z as up when exporting and Y as up when placing. The 270degree rotate in WED when importing does not make sense to me.

I think this could be solved very easy by adding a rotate option to the WED importer or a "pick axis system"....

cheers
Posted By: rojart

Re: FBX level import and axis mess up - 10/18/11 10:05

Yep it's just a workaround and not a solution, but simply ask the developers with the 270° issue and the automatic references, also.
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