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#1
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3ds pivot points
Hi,
I've been trying to move some cars (saved as a .3ds files) in vizard. I can successfully move the car and rotate the wheels but the problem lays in the center of rotation. The wheels on some cars do not appear to be rotating around the center of the wheel like they would in the real world. I checked the pivot points in 3ds max 8 and noticed that this was the problem. The pivot points were not centered to the object. So I moved the pivot points in 3ds max to the center of the wheels and re-exported the models, but this seemed to have no effect, the wheels still rotated around the original incorrect pivot points. Any suggestions? |
#2
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Hi,
If you are working with 3dsmax, I recommend using the OSGExporter that will export the model into Vizards native format. You can find it on our downloads page. To rotate the wheels are you using the getChild() command on the car model? If so, you need to make sure that the child you are getting is located below any transform that is being applied to the wheel. This will ensure that the rotations applied to the child are in its local coordinate system. |
#3
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Thanks! This seems to have solved the pivot point problem. I can't be 100% sure though because not all my materials are being exported. I think the problem is that my materials are all sub-materials of one large super-material. The sub-materials are given indexes and the faces of the mesh are all assigned a material index. Only the material with the first index is being loaded in vizard. Any ideas?
Thanks, Rob |
#4
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Hi,
Are you still exporting to the 3ds format or are you using the osg exporter? |
#5
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I'm using the OSG exporter. All the materials will export correctly when I use the 3ds format.
Last edited by theuberk; 07-19-2007 at 12:03 PM. |
#6
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Hi, theuberk.
Please attach a screenshot of the OSG export settings you are using. |
#7
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The image is attached
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