|Category||3Ds MAX Exporter|
|David S. (Unknown)||15.11.2009 22:07|
|Hello, my name is David, i have found this game 2 months ago. After some time i decided to try some modding. I have some experience with 3dsmax. Anyway i made a trailer:
The problem is, i have "scale 0.1" in GIANTS Editor:
How can i fix it?
Other thing is why my trailer have different "center priots" in 3dsm and giants? Is it FreeezeToPivot related?
Thanks for help.
|Pierre S (Unknown)||16.11.2009 14:55|
You must keep the cube in GIANTS Editor with scale 1 for the dynamic physic.
yes, for have the same pivot in giants that 3Ds, you freeze the pivot before export the model to GIANTS Editor !!
|David S. (Unknown)||17.11.2009 18:11|
|Hello and thx for fast answer! :)
Could u please tell me where i can "freeze the pivot before export the model to GIANTS Editor" ? I cant find it in i3DExporter or in options...
Thanks for help.
|David S. (Unknown)||23.11.2009 16:36|
|Hey once again ... i understand that "new" topic name is a tip for me? I still didnt manage to fix it ... :(
|Christian Ammann - GIANTS Software||23.11.2009 18:38|
Freeze scale and pivot is not part of the 3Ds MAX i3DExporter. Its an option of MAX itself. Please consult 3Ds MAX forums or tutorials.
|David S. (Unknown)||23.11.2009 21:37|
|Thank you! That was the answer i was looking for, no one did say anything straight. Thank you once again for support!
|Ryan Herzog (TwistedGA)||04.02.2012 22:59|
|I know this is an old thread, and this marks my first post, but...
I've tried just about everything I can think of, including tons of searching google for answers, and I've managed to spend 4 hours getting nowhere.
I have applied i3d attributes to my node, and have frozen the object in max the only way I can find(right-click/freeze selection), it still resets the pivot of the object on export though.
Any help at all would be appreciated.
|Sven2157 (Unknown)||29.05.2013 20:37|
|... Again, old post, but this is the most I have found so far. So I know others will land here as well.
As @Pierre S has noted, you must freeze the transform BEFORE you export your object. Failing to do so, will import the model( s ), at the World 0, 0, 0 coordinates( middle of the map ).
Seeing that @Ryan Herzog had this issue, and as @Christian Ammann has pointed out, this is a feature of MAX and you could find that in the documentation of MAX; though he could have just answered anyway.
To freeze the transform in MAX -| NOT THE OBJECT! |-, you need to HOLD ALT and then RIGHT CLICK. This will bring up a new menu. You can then click the 'Freeze Transform' option. Then EXPORT to i3d.
NOTE: You should perform this LAST! Doing so, adds new transform groups( MAX will notify you of this ) to your model scene; so make sure you have added the GIANTS attributes, via the utility panel FIRST, then freeze the transform, then EXPORT.
Hope that helps! ;-)
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