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I was creating that slide door closet, it looks fine in maya, but when I export it it looks really weird.
[Image: f6de6c0013.png]
That's how it looks like in Maya.

[Image: 34e36d080d.png]
That's how it looks like in Model Editor.
Get sure that every mesh has the pivot at the center (0, 0, 0) an with 0 rotation. Then, export again.

I'm not a maya pro, so I don't know exactly what do you have to do, but I had (and have) problems with the pivot in Blender already, so I know some of these things that don't change with the programs Wink
easiest way (What I always do) just combine and separate. You could also set the pivots to 0,0,0 but I find combine > separate is easier/quicker Wink
This is weird, never had that before!
Thanks alot guys Smile
Or you could just use it as a shelf Tongue
Quote: easiest way (What I always do) just combine and separate. You could alsoset the pivots to 0,0,0 but I find combine > separate is easier/quicker [Image: wink.gif]
Jup, it's quick and easy but take care, those two functions cause a helluva mess in the outliner, cluttering your scene hierarchy with groups and transform nodes and whatnot. Make sure to delete your objects history and clean up the outliner afterwards for a clean and bug-free scene! Smile
Another quick way to move the pivot around is to just hit the "insert" key while in the move tool to switch to pivot-mode. You can then snap the pivot to the center of the grid by holding X for grid snap.
Before exporting or skinning a model to a rig, I select them and do
- Modify > Freeze Transformations
- Modify > Reset Transformations
- Edit > Delete by type > History

Then export. It sets the translation and rotation of the model to 0, 0, 0, and scale to 1, 1, 1, while putting all mesh manipulators/pivots to the center of the grid. Nice, clean mesh ready for export =]
(04-20-2013, 12:17 AM)Hirnwirbel Wrote: [ -> ]
Quote: easiest way (What I always do) just combine and separate. You could alsoset the pivots to 0,0,0 but I find combine > separate is easier/quicker [Image: wink.gif]
Jup, it's quick and easy but take care, those two functions cause a helluva mess in the outliner, cluttering your scene hierarchy with groups and transform nodes and whatnot. Make sure to delete your objects history and clean up the outliner afterwards for a clean and bug-free scene! Smile
Another quick way to move the pivot around is to just hit the "insert" key while in the move tool to switch to pivot-mode. You can then snap the pivot to the center of the grid by holding X for grid snap.

Yep I've seen it duplicated each and every single cube I had, colored it white (textureless) and I had to delete the clones.
I should just center the pivots next time, I just had no idea how to.
Thanks for the info, now I can do it next time Smile

(04-20-2013, 06:38 AM)Statyk Wrote: [ -> ]Before exporting or skinning a model to a rig, I select them and do
- Modify > Freeze Transformations
- Modify > Reset Transformations
- Edit > Delete by type > History

Then export. It sets the translation and rotation of the model to 0, 0, 0, and scale to 1, 1, 1, while putting all mesh manipulators/pivots to the center of the grid. Nice, clean mesh ready for export =]

Hey thanks, I am new to Maya and I have no idea which tools to use and when, so it's cool to get around some more tools.
I didn't know what to do to center everything at one piece but that one works like a charm.