[project1dev] Re: rotation mysteries -- solved!

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 19 Jun 2009 08:40:53 -0700

heres some needless confusion:

if it was centered on the floor in milkshape, bringing it into game and
rotating it -90 degress on the X axis in the game would make it right, it
wouldnt move it off of the origin :P

but it's good that models won't need to be rotated or scaled when placed
into the world!


On Fri, Jun 19, 2009 at 8:31 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> alan figured out the issue in investigating what was going on w/ our
> problems from yesterday...
>
> the major concern for me from a logistics point of view is that for
> instance the tiles are set so the bottom is touching the "ground" in
> milkshape, but because the game will then alter it 90 degrees from that they
> will be off origin in an unintended way which would definitely cause
> confusion for you guys when building maps in script, etc.  in fact i should
> probabyl fix those tiles asap so they are rotated and have their bottoms on
> the correct plane for the GAME, not milkshape.
>
> fun stuff... but im glad we figured it out now :)
>
> On Fri, Jun 19, 2009 at 11:24 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Awesome job figuring that out.
>>
>>
>> On Fri, Jun 19, 2009 at 6:23 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> ok so c4d, and 3ds used positive Z as "up", milkshape uses Y as up, and
>>> then the game uses negative Z as up...
>>>
>>> which means, i would create a model, import it into milkshape and the
>>> model would be on it's side.  If i modified the model to look right side up
>>> (by rotating 90 degrees) then when it was imported into the game, it would
>>> appear on its side.  If i didn't touch the model in milkshape, it would
>>> appear in game as upside down.  Now that we have this straight it should be
>>> easy to design around the issue so things should be easier moving forward...
>>> so... there ya go :)
>>>
>>
>>
>

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