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DarkBASIC Professional Discussion / Any 3DS MAX User that know how to...

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Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Oct 2003 15:42
Anyone that uses 3D Studio MAX know how to change the coordinate system in MAX to the way like in DBpro (or DirectX).

3D Studio MAX default coordinate system is:

Positive X pointing TOWARDS right
Positive Y is pointing OUTWARDS the screen.
Positive Z is pointing UPWARDS

Can it be change into the smillar coordinate system in DBpro, as in

Positive X pointing towards RIGHT
Positive Y is pointing UPWARDS
Positive Z is pointing INWARDS the screen.

It is ok if the +Z is pointing OUTWARDS the screen too, as I am using Deep Exploration to convert the model into .X, and it allows me to change into left handed coordinate system.

Any ideas? Thanks!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 3rd Oct 2003 15:56
its simple... RotationX +270.0
and tada is the right rotation now

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Oct 2003 17:42
Thanks, but... erm, can't do it, since I already modelled my object in the MAX default coords system. If I rotate it like what you suggested, my object will upside down. What I want is to preserve the current structure, position and orientation of my model, while just changes the 3-D axes convention into the one that DBpro uses.

Is it possible? Or did I miss something that you are trying to explain?

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 3rd Oct 2003 17:53
save the model as a .x in deep exploration

notice how it looks... goto the options in deep exploration on the first option screen set it to right-handed mode

then on the translation screen set the X rotation to -270.0
it should now be the right way around and the correct orientation
in DB it was Z rotation but they swapped the X/Z around for somereason - confuses me a little at times.

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Oct 2003 18:16
Arghh.... still don't get it. Sorry, I am a slow learner. <head hitting the wall several times.>

Do you mean,

1. Make a -270 X-Rotation on my model in MAX using the default coords.

2. Save the MAX file.

3. Convert it to .X with the option "Right Handed Coordinate" checked in Deep Exploration.

If I got you right, then it still doesn't make any sense to me. After step #1, my model will be on its lying position (assumed that it is at its standing position initially). Will the "Right Handed Coordinate" option in Deep Exploration do any good in this case?

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
CattleRustler
Retired Moderator
22
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 3rd Oct 2003 19:18
when you are ready to export your model from max make sure it is at 0,0,0 in the max view ports. when you open it in dbp it will move/rotate/etc as you expect - it will adhere to dbp coors system

-RUST-
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 3rd Oct 2003 20:05
:: rubs his temples ::

1) Save Max File
2) Load in Deep(Exploration
3) Export as DirectX using the settings Right-Hand Coordinates & on the Translation Tab set the X Rotation to -270.0
4) Load into DB

the model will be facing away from the camera the right way up and mirrored to how it was exported as DirectX Exports as a Left-Handed model.

you could always change this engine wise to correct the problem using the LH and RH Matricies and setting up the visual matrix using that - but it is a bit complicated to be worth it.

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Oct 2003 21:02
Yep, like what I expected - the axes is now correct but the object's initial orientation is now at its lying orientation instead of its standing orientation originally. I know I can fix this easily with FIX OBJECT PIVOT, but is there any way to just changing the axes convention like what I describe above.

Actually, what I need is to do is just interchange the Y and Z axis. It seems easy, but I just can't figure out how this can be done in MAX without actually rotating my model or altering its orientation.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 3rd Oct 2003 21:33
well if its multiple models first use the chainlink to add a hierachy ... then select the main model, goto the hierachy tab, select pivot and then adjust pivot only.
Rotate it as needed the turn off adjust and export.
Nothing could be simpler

you know what peeves me off about DBP is it supports everything but spline/meshdeform animations, it supports the bone animations just not the spline ones. Frustrating and a half when all you want to animate is like a flag in the wind or something.

anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 9th Oct 2003 06:09
why don't you just rotate you pivot point in Max to match how you want it and then freeze the stack? This way your model stays unmoved and you have the pivot point orientated the way you want. Don't forget you can manipulate pivots in max! Just remember to freeze the stack/object afterwards!!!!!

buy the PS2 Game Firewarrior (I worked on it as a level artist)

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