[Partially-Solved] Bone exporting from 3dmax

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Brocan
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[Partially-Solved] Bone exporting from 3dmax

Post by Brocan »

Hi everyone!!

I've made a small model with a skeleton (skin modifier) in 3dmax. When i build the skeleton in max, each bone was oriented following the local X axis, but, for coding reasons, i need to have the bones oriented to its local Y axis. I've tryed to move the the pivots of each bone, but the bone itself has rotated. After that, i've gone to bone tools, and i've unchecked the "bone on" option, this allows me to move the pivots and put all bones following my desired orientation hierarchy.

If I export it to fbx, and import in unity, the bones are imported using my pivot orientations; but if I export the model to ogre (either using OgreMax or OgreEasyExporter), i get the whole hierarchy modified, and the bones oriented to be aligned to -Z instead of +Y...

Any ideas of what i doing wrong?

Thanks in advance!

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Brocan
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Joined: Tue Aug 01, 2006 1:43 am
Location: Spain!!
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Re: [Partially-Solved] Bone exporting from 3dmax

Post by Brocan »

Ok, it seems that both exporters do somekind of Z to Y conversion (i think that is related to the fact that 3dmax is Z-up and ogre is Y-up), moving the pivot points to follow +Z axis solves the problem, and after exporting the bones face the +Y axis...

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