Axis alignment issues

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Axis alignment issues

Postby Sgt Frag on Sat Jul 30, 2011 6:49 pm

I'm using Max 8 (z up) and importing the TF2 pyro fbx so I can skin my object to it's feet.

The issue is that I have to manually rotate pivots of the bones to get the mesh to align correctly in game.

Whether or not I import z or y aligned there are issues.

If I rotate pivot only of the left foot to 180,-90,0 it is properly aligned, but it is positioned to the side of the pyros foot (should be right on top).
I still haven't found the magic numbers to the the right foot properly aligned in rotation, but it is also off to the side.

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Max always has an issue with y up models, but there's gotta be an easier way to do this.

Any help is greatly appreciated.
Sgt Frag
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Re: Axis alignment issues

Postby Sgt Frag on Sat Jul 30, 2011 10:36 pm

Well, gave up on trying to use the existing rig. Just created new bones, aligned the pivots with the existing bones, and copied their rotation values into mine.
The main issue is now it no longer looks like a 'skeleton' as the bones don't lead to each other, they all just stick out at random angles. Luckily no animating is required.

Now that I know they will work I'll get on to baking/texturing. The uv is already done.

For this test I just had to make a new tex for the pyro and alpha the feet, lol.

Image
Sgt Frag
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