Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Wheel Pivot Messed Up When Cloned

Author
Message
Derek Darkly
14
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 1st Feb 2013 21:39 Edited at: 1st Feb 2013 21:41
If anyone wants to take a stab at this...

When I load this free Lambo model (file attached) there is only one wheel, so you have to clone it 3 times to get 4 wheels. Easy enough.

The problem is, when the model is first loaded the Y angle seems to act as Z, and the Z angle seems to act as Y, so when I clone the wheel, the pivot is wrong on the clone and the wheel turns all wacky when trying to Y or Z rotate it for either spinning or steering.

(Hope I explained it well enough!)

D.D.
Derek Darkly
14
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 1st Feb 2013 22:06
*** Forgot to mention ***

In order load this in DBPro, I exported it from Blender to .X format

D.D.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 2nd Feb 2013 01:00 Edited at: 2nd Feb 2013 01:00
One, Who owns the copyright to the model, it may be free, but that may not mean you can distribute it yourself...

Two, Have you tried Offsetting the pivots?

Three, Instead of Cloning them, why not make a new object from the limb and manually attach it where needed..., then you can control it more directly...

Just my thoughts...

TheComet
18
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 2nd Feb 2013 01:33
I checked out your .max file and the wheels are all there. You've probably screwed up your export from 3dsmax somehow. Attached is a 3DS file with the 4 wheels where they should be.

There is however one more problem. Because 3DS is a gay format, it didn't accept the long file names for all of the textures. Bad news buddy, but you'll have to re-texture the entire thing.

I tried messing around with other things to try and get around it, but didn't find anything.

TheComet

http://blankflankstudios.tumblr.com/
"ZIP files are such a retarded format!" - Phaelax
Ortu
DBPro Master
18
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 2nd Feb 2013 03:06
have you tried using the command 'fix object pivot' after you get it rotated as you want it? This will reset it's local pivot axes to match the world axes based on current rotation. (like apply->rotation in blender)

mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 2nd Feb 2013 09:27 Edited at: 2nd Feb 2013 09:30
When exporting from 3ds max you MUST use reset xform from utilities tab. Then you should manually set pivots for objects to be sure. And select righthanded axis in exporter settings.

P.S. neat avatar btw

*** Merry Chuckmas! ***
Derek Darkly
14
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 5th Feb 2013 17:53
Thanks for the suggestions everyone!
I'm just a bit slow when it comes to direction and orientation.

The .MAX file seemed to have some weird platform objects around it.

What I ended up doing was loading the .3DS version into Blender (all 4 wheels were present, I just had to move them) and then after positioning the wheels I stripped the entire body off just leaving the 4 wheels. Then I exported to .X format.

Finally, I loaded this wheeled "base" in DBPro and re-attached the body as a limb (just as a 1-piece mesh for now to try and minimize my poly count.)

Thanks again!

D.D.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 5th Feb 2013 17:55
Well done, and thanks for sharing the method of resolution

Login to post a reply

Server time is: 2026-07-06 22:41:04
Your offset time is: 2026-07-06 22:41:04