(06-07-2012, 06:35 PM)Acies Wrote: Rotation of custom models depend on the location of the pivot point in your modeling program. The pivot point should always be at 0,0,0 upon export. Make sure the pivot point / 0,0,0 is located at "the central hole of the gear".
Yeah, I made sure this is the first thing i did when creating the entity.
And I'm inexperienced with joints, but I placed a hinge joint in the center of the gear hole and made the gear's body the "child body". Not sure what else to do, so I went back to test it in game and it's still rotating wrong.