Game Development Community

unit turned backwards - how to rotate the model or such for exporting

by Jeff Yaskus · in Artist Corner · 02/11/2010 (6:58 am) · 5 replies

I'm trying to use Milkshape to re-export some of my art assets -- but one model in particular appears backwards in the resulting DTS file.

Can anyone more familiar with the app explain how to rotate it properly ?

About the author

I've been programming and playing computer games since the 80s and recently completed a game design / programming degree with Westwood Online. Now looking forward to putting it to use and make some games!


#1
02/11/2010 (2:43 pm)
Try rotating the bounds box 180 degrees on the X and Y plane. it's worked for me in the past.
#2
02/11/2010 (9:24 pm)
I'm a noob to anything art related -- is there a tutorial or such on how to do this? I mean it sounds simple, but I have no idea how to do it within milkshape.
#3
02/12/2010 (10:04 am)
I don't know of any 'simple' way to do this in Ms3D, other than to recreate the rig and rebind/weight, and any previous animation would be lost.

You could surely hack your way thru it with various exports, or editing files in a text editor, etc...but, that isn't 'simple' or quick.

I might be able to do it with something in my toolbox, couldn't guarantee anything without taking a look at the asset.

Email me[rex@brokeassgames.com] with some details and perhaps the asset in question, if it's permissible.

Yep, just checked quickly, very sure I could do this and save any animations, as long as they are all in the single .Ms3D file, but not with Milkshape. Found a nice big wrench in my toolbox, lol....which I'll be using today at work, I'll be back at the workstation later this evening.
#4
05/26/2011 (4:29 pm)
I have been struggling with this same issue. I purchased some animated models that had two flaws: 1) Oriented 180 degrees on the y-axis and 2) missing cam and eye nodes. Not much of a modeler here and certainly did not want to re-animate the model (I won't live that long).
This post:
http://www.garagegames.com/community/forums/viewthread/39088
and some .Net magic to sub in the cam and eye nodes via text parsing for the over 2400 frames of animation helped with problem 1.
Problem 2) I solved with version 1.38 of MisFit Modeler - a freebie at: http://www.misfitcode.com/misfitmodel3d/
(Source code and installs are on sourceforge.net at http://sourceforge.net/projects/misfitmodel3d/

I opened the ms3d model in this tool and then:
Go to Tools menu and click Select faces. Then drag a box around your entire model. Now go to Model menu and click Transform Model. I then rotated 180 degrees on the Y axis (Euler angles) and saved the model as ms3d.
The model is now correctly oriented on the y-axis and all of the animations are intact and performing properly.

I also thought of performing the rotations on the raw SMD file since I am parsing and inserting the missing cam and eye nodes but the euler angle stuff threw me for a loop (maybe later) and I did not know if the end result would be the same.

Hope this helps, it certainly saved me a ton of time.
#5
10/20/2011 (10:32 pm)
Was able to fix one model by opening it in Ultimate Uwnwrap 3d (which I use to convert between different model formats). There was an option to modify the transform, which I added 180 degrees to Y and then re-saved the model as DTS file.

It points in the right direction now!