How to orient objects correctly in oFusion to use in Ogre ?

Windfall

04-02-2007 01:22:52

Hello,
could you tell me please, cause I'm a little confused, what tools should I use in 3d max to orient objects so that they look correctly in Ogre ? At the moment when I'm exporting a mesh to Ogre it's tilted from the horizont. Does it have something common with pivot point in 3d max ? I don't want to use osm file to correct rotations or transforms.

Thanks
Bartek

Rak'kar

04-02-2007 08:23:37

You have to rotate the MAX scene around the X axis 90 degrees CCW

Windfall

04-02-2007 10:10:42

Hi,
it didn't work out :( or I'm doing something wrong. Here are two pictures from Max and from Ogre. This box is still rotated around 30 degrees from the horizont :(



syedhs

04-02-2007 14:00:58

Try selecting the object, and perform x-form on it. And then re-export. Also check the .OSM file produced, the orientation of the box exported should be something like

<rotation x="0" y="0" z="0" w="-1" />

If it is not close to the above, then reset xform is not done correctly.

Evak

04-02-2007 19:42:51

A bit of practice with learning to make game assets should enable you to work without using rest Xform. Ogre with ofusion requires a little more disciplin and took me a while to get to grips with.

Easiest thing it to come up with a scale you want to work to, and build the scene to scale in place. You should not have any transforms at all. I found that I can do most things including spline lofted objects and not have to reset the xforms at all, enabling me to keep my modifier stack and edit the sub elements later on.

I am using the pro version, I guess its possible that the CE edition isn't as reliable. But I thought most of the transform problems had ben solved somewhere mid 2006.

The one sure way to mess things up is to use the scale tools, and importing meshes that have been scaled to fit your scene. These are the only instances where I have problems.