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		| ClayPigeon   Member
 
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			| Model acts up 
 
				I was creating that slide door closet, it looks fine in maya, but when I export it it looks really weird. ![[Image: f6de6c0013.png]](http://i.solidfiles.net/f6de6c0013.png) 
That's how it looks like in Maya.
 ![[Image: 34e36d080d.png]](http://i.solidfiles.net/34e36d080d.png) 
That's how it looks like in Model Editor.
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	| 04-19-2013, 06:42 PM |  |  
	
		| The chaser   Posting Freak
 
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			| RE: Model acts up 
 
				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   
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 04-19-2013, 06:50 PM |  |  
	
		| OriginalUsername   Posting Freak
 
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			| RE: Model acts up 
 
				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    |  |  
	| 04-19-2013, 06:55 PM |  |  
	
		| ClayPigeon   Member
 
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			| RE: Model acts up 
 
				This is weird, never had that before! 
Thanks alot guys    |  |  
	| 04-19-2013, 07:05 PM |  |  
	
		| NaxEla   Senior Member
 
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			| RE: Model acts up 
 
				Or you could just use it as a shelf   
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	| 04-20-2013, 12:15 AM |  |  
	
		| xxxxxxxxxxxxxxxx   Posting Freak
 
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			| RE: Model acts up 
 
				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]](http://www.frictionalgames.com/forum/images/smilies/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!   
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.
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	| 04-20-2013, 12:17 AM |  |  
	
		| Statyk   Schrödinger's Mod
 
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			| RE: Model acts up 
 
				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 =]
 
				
(This post was last modified: 04-20-2013, 06:38 AM by Statyk.)
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	| 04-20-2013, 06:38 AM |  |  
	
		| ClayPigeon   Member
 
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			| RE: Model acts up 
 
				 (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 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!![[Image: wink.gif]](http://www.frictionalgames.com/forum/images/smilies/wink.gif)   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     (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.
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	| 04-20-2013, 08:51 AM |  |  |