my tools is max 2011,use actorx export skeletal mesh,but after imported,the bone coordinate will change,y-axis and z-axis exchange。how to make the bone's coordinate as same as in max?
my tools is max 2011,use actorx export skeletal mesh,but after imported,the bone coordinate will change,y-axis and z-axis exchange。how to make the bone's coordinate as same as in max?
Go into the preferences in Max and change the up axis to Z before you export
My Portfolio: http://jessieg3d.com
Library Environment Thread: http://forums.epicgames.com/threads/886604-Environment-WIP-Old-Library
You need to set that in the export dialog when you export from Max, to set the correct coordinate to up. Up should be Z
Ah, so it turns out that the Z axis is already up in Max. I use Maya and I assumed it was Y up in Max as well.
On import in UDK, is "Assume Maya Coordinates" checked on? If so make sure that is turned off.
My Portfolio: http://jessieg3d.com
Library Environment Thread: http://forums.epicgames.com/threads/886604-Environment-WIP-Old-Library
take a tip from me an don't use max bones, use simple objects as i show in the weapon/vehicle tutorials, make sure you have the objects "origin" alighed to the world , also shown in my videos
UT40K:The Chosen - Warhammer 40,000 for UDK
ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
Bookmarks