Game Development Community

Exporter Rotation Issues

by Edward Pollard · in Artist Corner · 03/04/2005 (8:48 am) · 3 replies

Hello all,

I've been having a spot of trouble getting my character to export with the proper rotation information. I created my character as a series of editable meshes and have them linked to nothing. I've used skin and biped to rig the character. I have all the necessary goodies in the max file, like eye, cam, and mount1 nodes as well as a bounds shape. Everything works nicely and is exported perfectly with animation and everything, except for the rotation. In max, the character is looking down the positive Y axis so I see his back in my front view port. I assume from the documentation that this is right. He looks down the Y when his biped is both in figure mode and not. When I export and view the DTS in the Showtool, I see the bottoms of his shoes. I know there's gotta be a way to make the rotation stick, I just need to know the steps involved in 3d studio max in order to lock in those darn rotations. I don't mind losing the animation if I have to, I'm just starting to go a bit mad fiddling with every form of "Box Trick" and resetting transforms.

Thanks in advance,
James Harrison (Ed Pollard let me post through his account, does anyone know if this is ok, or if I can create my own account?)

Not Right...
www.ilikerobots.com/screenshots/NotWorking.gif
Should be?
www.ilikerobots.com/screenshots/ShouldBe.gif

#1
03/04/2005 (8:53 am)
I created my own account, so that problems been rectified.
#2
03/04/2005 (8:55 am)
This is a public area you can creat your own account. . . .as for the rotation. . .try rotation the mesh's pivot point then export, he should rotate accordingly
#3
03/04/2005 (10:39 am)
Thanks Anthony,

Rotating the pivot point of the mesh specifically after having applied the Skin modifier blew everything apart, but rotating the Bip01's root pivot point saved the day. I don't know why I didn't think of trying the pivot points, but it worked like charm.