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[ART] Model acts up - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [ART] Model acts up (/thread-21215.html) |
Model acts up - ClayPigeon - 04-19-2013 I was creating that slide door closet, it looks fine in maya, but when I export it it looks really weird. ![]() That's how it looks like in Maya. ![]() That's how it looks like in Model Editor. RE: Model acts up - The chaser - 04-19-2013 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 ![]() RE: Model acts up - OriginalUsername - 04-19-2013 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 ![]() RE: Model acts up - ClayPigeon - 04-19-2013 This is weird, never had that before! Thanks alot guys ![]() RE: Model acts up - NaxEla - 04-20-2013 Or you could just use it as a shelf ![]() RE: Model acts up - xxxxxxxxxxxxxxxx - 04-20-2013 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/quickerJup, 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! ![]() 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. RE: Model acts up - Statyk - 04-20-2013 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 =] RE: Model acts up - ClayPigeon - 04-20-2013 (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/quickerJup, 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! 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 ![]() (04-20-2013, 06:38 AM)Statyk Wrote: Before exporting or skinning a model to a rig, I select them and do 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. |