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FBX level import and axis mess up #384623
10/05/11 13:39
10/05/11 13:39
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Hi,

I am trying to export a level made in max to gamestudio via the fbx feature.

here is a shot of the level in max:


the tree model in MED:


the result when imported in WED:


It looks like the entire tree model placement is rotated 90 degrees. While the trees stand in the right direction, their placement axis look wrong.

When exporting to FBX i use the Z-axis as "up". When I use the Y-axis as "up", the trees are placed the right way, but they are all rotated 90 degrees:



Am I missing something here? I could either rotate every single exported model by 90degrees to fix the problem or use the exported mdl file the WED-FBX importer generates (this models are rotated 90 degrees for some odd reason):



Does anybody have a clue what I did wrong?


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: FBX level import and axis mess up [Re: Blattsalat] #384649
10/05/11 19:45
10/05/11 19:45
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Solution so far (at least this seams to work for now):
Export as Collada file and replace the messed up models with my original ones.
The Collada file doesnt seam to have this weired 270degree orientation.

If someone knows a better solution please post it here. I cant be the only one having this issues....or do I?....tam... tam...taaaaaam!

cheers and have a nice one


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: FBX level import and axis mess up [Re: Blattsalat] #384667
10/06/11 00:27
10/06/11 00:27
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Hey, tried to Reset XForm and the Y axis is the right method.

Last edited by rojart; 10/06/11 00:32.

Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: FBX level import and axis mess up [Re: rojart] #384688
10/06/11 08:51
10/06/11 08:51
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
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Joined: Jul 2002
Posts: 5,181
Austria
xforms are reset and exporting with Y as up loads the level right but:
a.) all models are loaded with a 270 degree z value in WED
b.) all exported models are turned 90 degrees in MED (see the last picture of my post)

this way it looks right in WED but I am looking for a method to have 0/0/0 values in the object properties in WED as well as MED mdls with z as the up axis (like in the second screenshot in this post).

I would prefer an option in the WED fbx importer where I can pick the up axis before clicking ok.


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: FBX level import and axis mess up [Re: Blattsalat] #384693
10/06/11 09:48
10/06/11 09:48
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
I just tested with simple primitives objects and seems to import for both WED or MED without any extra rotation, but can you upload your test level or send to rj[at]gamefactor.eu and I'll check what happens.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: FBX level import and axis mess up [Re: rojart] #384708
10/06/11 12:40
10/06/11 12:40
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Hi,

I have tested it with a primitive cylinder model, reseted xform and the 2006fbx exporter and the result is the exact same:


If I use Y as up, the models get exported rotated as well (makes sense, since z should be the up axis for me).
Using Z, the models are not rotated neither in MED nor in WED, but they are not spread along the world y axis but are rather positioned along the Z axis of the editor.


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: FBX level import and axis mess up [Re: Blattsalat] #384790
10/08/11 10:43
10/08/11 10:43
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Yes, now I remember I had the same issue with 270° local (-90 3dsmax) and I've a workaround, if you're interested yet?


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: FBX level import and axis mess up [Re: rojart] #384792
10/08/11 12:23
10/08/11 12:23
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Sure. Please post anything that might help.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: FBX level import and axis mess up [Re: Blattsalat] #384856
10/09/11 15:55
10/09/11 15:55
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Sorry for the delay in replying, I've been very busy at work the last days.

Here are the steps you need to take:

Firstly, modify your all tree ref models, also the same that are copied 1:1, that did not repeat as references, eg. more or less vertexes and tris.

This needs to be done, because the WED FBX Importer make it automatically as referenced ("as model ref") and after converting you got the same rotation, this is wrong, right?

1. Select All Objects (Ctrl+A)
2. Menu -> Group -> Group -> OK
3. Hierarchy panel -> Adjust Pivot rollout -> Affect Pivot Only
4. F12 and set the XYZ axis to 0, close and deselect the Affect Pivot Only
5. Right Click on (Select and Rotate) and in Absolute:World set the X to -90
6. Menu -> Group -> Ungroup -> OK and Select All Objects (Ctrl+A)
7. Utilities panel -> Reset XForm -> Reset Selected
8. Export it as Up Axis: Z-up, Done!

Now the 270° is gone, but should be possible with the FBX Importer also, just ask Developers.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: FBX level import and axis mess up [Re: rojart] #385227
10/15/11 01:01
10/15/11 01:01
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Hope everything works as I wrote to you, or something does not work?


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
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