Creating a skeleton in 3DS

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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luffy
Gnoblar
Posts: 24
Joined: Sun Jan 29, 2006 6:26 pm

Creating a skeleton in 3DS

Post by luffy »

Hi!.

I am making a model to animate it whith bones in Ogre. My problem is that, when i export the model to Ogre and try to rotate around x, y and z axis i found that they are incorrect (roll is yaw, pitch is roll, etc.)

How must i set up a model (and a skeleton too) to "face" to the correct axis?

thanks.
gmz1982
Halfling
Posts: 82
Joined: Sun Mar 19, 2006 7:47 pm
Location: Hungary

Post by gmz1982 »

I think the problem is that you have built your model facing the wrong direction or it's pivot point is facing the wrong direction.
You should rotate the model's pivot point in 3DsMax, then export it.

You can find the pivot rotation in the hierarchy menu, select the object, click on 'pivot only', then turn the pivot to the right direction, click 'pivot only off', then export it.

( You can also try this:
- If you have the modelname.XML, I think in that file you can find the pivot point and it's orientation so you may modify it )

It should work fine :wink:

// Anyway, if you have animated the model with IK-solvers, do not try to rotate the model only, it won't work. You can handle this situation with the pivot point only.
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