Thursday, April 19, 2012

Issues with 3D Max Import / Export

I've recently been messing with the unit LOD XEL0305 (UEF T3 Assualt bot) and have discovered that just simply importing and directly exporting the model without altering it rotates the unit 90 degrees. (as if the unit were laying on it's face)
Normally I can correct for this by rotating the LOD's master bone 90 degrees in relation to the gameworld. However it seams that despite such corrections, the units orientation is always laying on it's face once imported into the game.
I'm not sure if this is an issue with the unit's LOD, the Max exporter or if there is something about the unit in game that causing the LOD to be spun about. (Script related)
Anyone run into something similar with this model?
Resin|||Wow thanks for the OVERWHELMING support here....
Anyways.... I've localized the problem to the unit aniamtions. Seams that they are somewhat disjointed and have many errors. While the unmodified version of the unit manages to work, soon as it's breathed upon, the bones get outa wack.
I'm guessing that the units animation was not done off the original model but from another template and maybe later discarded at some point. One of the main telling signs is that on the unit walk animation some of the bones were renamed and repositioned.
Example: AttachPoint was Attachpoint_01...
Resin

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