My model's axes are wrong after exporting. I use z =front, x=right, y=up.
What coordinate system does Reality Factory use?
Which Way is Up?
RF has z=up? Anyway, all the 3ds Max models have to have
rotation x=-90, in Static entity proxy, Static Mesh, Attribute,
Pawn. Check the faq
http://terrymorgan.net/rffaq.zip
Demos, tutorials http://terrymorgan.net/download.htm
rotation x=-90, in Static entity proxy, Static Mesh, Attribute,
Pawn. Check the faq
http://terrymorgan.net/rffaq.zip
Demos, tutorials http://terrymorgan.net/download.htm
In RF we use a left-handed coordinate system, which means:
X: Left
Y: Up
Z: front
There is a lot of tweaking you have to do in Pawn.ini as well as the SEP's and SEM's as hike mentioned. The tweaking you have to do is different for every modeling package, but generally only involves changing the Y rotation to 180. This may be different for entities like SEP or SEM, since they don't use Pawn.ini
X: Left
Y: Up
Z: front
There is a lot of tweaking you have to do in Pawn.ini as well as the SEP's and SEM's as hike mentioned. The tweaking you have to do is different for every modeling package, but generally only involves changing the Y rotation to 180. This may be different for entities like SEP or SEM, since they don't use Pawn.ini
Thank You
Since SMD reference and animation formats were the closest I could find to your bdy/mot format, I decided to go with that in order to get the model and aminations into Milkshape. Here is what I had to come up with for a model to be "left handed." I had to rotate the z and y axis 180 to get the model to face the right direction in AStudio.
LoL
I don't have a pic, but importing the model into Milkshape shows the model laying on the grid facing down. Then Milkshapes exports the reference as Genesis bdy correctly for Genesis Actor to read:
This is the same position as the origional.
I didn't try to get the actor into the RF because I'm not familier with those tools. I did, however; use the Jet bdy/mot converter to convert the actor to jet bdy/mot format and compile it into a jet actor file.
My guess is, these scattered bones in the model are used for pony tails, face expressions, or whatnot?
Thanks for explaining the "reverse" axis to me. I really had a hard time trying to figure that out.
Since SMD reference and animation formats were the closest I could find to your bdy/mot format, I decided to go with that in order to get the model and aminations into Milkshape. Here is what I had to come up with for a model to be "left handed." I had to rotate the z and y axis 180 to get the model to face the right direction in AStudio.
LoL
I don't have a pic, but importing the model into Milkshape shows the model laying on the grid facing down. Then Milkshapes exports the reference as Genesis bdy correctly for Genesis Actor to read:
This is the same position as the origional.
I didn't try to get the actor into the RF because I'm not familier with those tools. I did, however; use the Jet bdy/mot converter to convert the actor to jet bdy/mot format and compile it into a jet actor file.
My guess is, these scattered bones in the model are used for pony tails, face expressions, or whatnot?
Thanks for explaining the "reverse" axis to me. I really had a hard time trying to figure that out.