02arnoldj Posted February 17, 2013 Share Posted February 17, 2013 Hi guys, anyone experienced in 3ds max ? Iv'e googled it to find out why or how this is happening and there is no explanation i can find. Iv'e got a helicopter modeled in 3ds max 2010. Ive set the Pivot for the top blade and the rear blade. I centred the pivot to the children of the body (bladerear and bladetop) When mince turns the blades in LE 2.5 with a script he made,telling each blade to rotate on a certain axis, they sort of turn and then go back and forwards and backwards as if they were coliding with the body itself. It's strange, also they don't rotate correctly on their Axis, the top one is at an angle facing upwards slightly and the rear facing out to one side although they ARE dead straight in 3ds max. I export them as an FBX and use LE's fbxtogmf.exe. In the model viewer it recognises the Body is the parent and the blades are children in the hierarchy. Any ideas would be much appreciated. Thanks again, James **********************************************SOLVED THANKS TO MACKLEBEE******************************************************* Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 17, 2013 Share Posted February 17, 2013 as said before, without seeing the model and the script, its almost impossible for people to give you any advice on what you are doing wrong 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
flachdrache Posted February 17, 2013 Share Posted February 17, 2013 ^ i didnt knew that the demo/evaluation comes with model exporters :/ but if the hierarchy is correct (?) usually only the script can mess things up ... see the "vehicle_viperscout.lua" sample and verify model hierarchy and extern tires. PS: use an animated model if possible and controll the speed of the animation instead of physic objects which need to be positioned - wouldnt look right on cars and such but for a helicopter it seams to be more fail save imo. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Flexman Posted February 18, 2013 Share Posted February 18, 2013 What was the solution btw? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
macklebee Posted February 18, 2013 Share Posted February 18, 2013 the mesh and its child meshes all had strange values for scale and rotation so they need to have their transforms reset Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Flexman Posted February 18, 2013 Share Posted February 18, 2013 Ah yes, XFORM reset. Yup, remembered we had to do that pretty much on every export. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.