Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 927 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 4 1 2 3 4
Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152453
10/11/07 22:59
10/11/07 22:59
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Hi, yes i did.
And yes. i works. the model rotates. But now i wanted to move the pivot point of the model.
When i enter in Animate mode, the pivot point is on the model feet, and i would like to move it to the center of the body.

Do you know how to do that?

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152454
10/12/07 20:33
10/12/07 20:33
Joined: Oct 2007
Posts: 2
J
jermgerm Offline
Guest
jermgerm  Offline
Guest
J

Joined: Oct 2007
Posts: 2
Thank you Taratoga for the solution! The models are now rotated right. However, there's still some issues with some of my models. When hitting the animate button the models scale down and change their relative posiotion to the MED origin point (also, the models have some offset to their bones, but that is easily fixed in MED).

These issues don't occur with simple testing models, but they do with complex models with bones derived from CS Biped. So, I'll have to check whether this is a MED related issue at all. If someone has experience with issues described above, please share your thoughts.

As for changing the pivot point of a model. When trying to fix the rotation problem, I noticed that rotating the pivot point of an object in 3ds Max didn't change anything in MED, but rotating the object in sub-object mode (for instance, selecting all the vertices of a model and rotating) did. I guess it could work also for moving relative to the pivot point.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jermgerm] #152455
10/13/07 17:25
10/13/07 17:25
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
jcl: those new importers still dont work for me.
The model when imported. loses his pivot point and the models gets rotated facing downwards.
When will someone look into this-?

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152456
10/14/07 11:30
10/14/07 11:30
Joined: Sep 2003
Posts: 929
Spirit Offline

Moderator
Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 929
I dont think they will fix this, because some modelers have the Z axis upright and some the Y axis and that makes your model to lie on its belly. If they fix this I guess your model will be upright but other people will complains that their models are now flat on the earth . So you must use the transform model global function to set your model orientation afterwards if you have a modeler that exports Y axis upright.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Spirit] #152457
10/14/07 13:04
10/14/07 13:04
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
the problem is that even if i use tranform global to rotate my model the pivot point of the model is still on the wrong place.
and if i use the tranform global. when i press the animate button the model appears in a rotated position.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: Pedro_Amorim] #152458
10/15/07 06:45
10/15/07 06:45
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
'Transform Global' transforms the model as well as the bones, and can also be used to placing the pivot point whereever you want. So this should solve your problem.

If not, please send the FBX file to the support. Maybe there is something wrong with that particular format. Please add the info with which modeler and FBX exporter version you've created the file.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152459
10/24/07 11:00
10/24/07 11:00
Joined: Aug 2005
Posts: 94
Oberhausen
Taratoga1 Offline
Junior Member
Taratoga1  Offline
Junior Member

Joined: Aug 2005
Posts: 94
Oberhausen
Hi,

I have another hint for the people, which use FBX.

I use the 2006.11.1 exporter of autodesk and this is important: Conversion method: None

I use MED 6.879

If you use this, later in MED the modell has in animation mode and in non animation mode the same orientation!

So if transforming it, the model keeps its orientation.

To shift the pivot point to the center use "center" in the "Transform model" dialog.

Kind regards

taratoga


Working on a Machinima Production System based on GS6.
www.taratoga.de
Page 4 of 4 1 2 3 4

Moderated by  old_bill, Tobias 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1