knocks Posted January 9, 2010 Share Posted January 9, 2010 Im working on my pipeline, i export a 1x1x1 box as .fbx from maya and drop it on fbx2gmf, i then export that same box as an .obj to create a convex hull with phygen, when imported into the editor the the box comes in at the correct scale but my physics file is 1000 times to big. If i bring the .obj back into maya it is the correct size any ideas what i might be doing wrong? Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Niosop Posted January 9, 2010 Share Posted January 9, 2010 Maybe the fbx exporter resizes the object by default? Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
knocks Posted January 9, 2010 Author Share Posted January 9, 2010 The converted fbx file is the correct scale, i know you cant see in the image but that is my box and the default oil drum, i zoomed out to show the physic files size. Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
cassius Posted January 9, 2010 Share Posted January 9, 2010 Why not export from maya as obj format then use phygen and THEN convert to gmf? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 9, 2010 Share Posted January 9, 2010 Why not export from maya as obj format then use phygen and THEN convert to gmf? At least for a test to see if what Niosop said is the reason why. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
knocks Posted January 9, 2010 Author Share Posted January 9, 2010 I gave what cassius said a go and worked it out. I was working in meters as i have come accustomed to doing with T3D, obviously the fbx file was being scaled on export as mentioned above, i did a few tests working in cm's and everything works great. Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 9, 2010 Share Posted January 9, 2010 I gave what cassius said a go and worked it out. I was working in meters as i have come accustomed to doing with T3D, obviously the fbx file was being scaled on export as mentioned above, i did a few tests working in cm's and everything works great. Glad you found the solution Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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