Author Topic: 3ds max tips  (Read 41413 times)

Offline paulscode

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Re: 3ds max tips
« Reply #15 on: March 06, 2009, 04:17:34 pm »
Wait, hold up!  That would make the object's front facing in the -z direction.  What I had originally is correct, isn't it?

Offline raft

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Re: 3ds max tips
« Reply #16 on: March 06, 2009, 04:28:53 pm »
yes, yours was right, this is just simpler.

Offline paulscode

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Re: 3ds max tips
« Reply #17 on: March 06, 2009, 09:32:26 pm »
yes, yours was right, this is just simpler.
Sorry, what I meant to say is that a rotation of +pi/2 around x followed by a rotation of +pi around z is not equivalent to a rotation of -pi/2 around x, as you can see in my skillfully drawn diagram here:


So you would want to use the two rotations I mentioned in my original post rather than your simpler method, so that the loaded model/scene will be oriented the same in jPCT as it was in Max.

Offline raft

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Re: 3ds max tips
« Reply #18 on: March 06, 2009, 09:39:33 pm »
ehm, you are right. i just used to make a single rotation and face the front of model in karga. since everything is rotated that way, i didnt realized the difference ::)

Offline fir3d

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Re: 3ds max tips
« Reply #19 on: May 16, 2010, 05:53:12 am »
My objects from 3ds are coming upside down. I tried adding a box and aligning it to center then attaching and deleting. Im guessing this is cause of the coordinate system. Is this the same for everyone, do you just rotate your models before exporting them?

Offline raft

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Re: 3ds max tips
« Reply #20 on: May 17, 2010, 02:00:47 pm »
yes it's same for all. but generally models are exported regularly but rotated after loading. a rotateMesh() call also makes sense for this case

Offline Thomas.

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Re: 3ds max tips
« Reply #21 on: June 19, 2011, 10:04:09 am »
Is possible to change axis in 3ds max? In some very old posts on another forums, was wrote, that it is not possible, but now here are newer versions :)