3ds Max proper pivots

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Kalman11
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3ds Max proper pivots

Post by Kalman11 »

Hi!
How can I move the pivot of mesh in 3ds Max? I moved it with Align Pivot Only, then I imported it into DeusEx, but it uses the original pivot, and I can't make the collision properly
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Phasmatis
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Re: 3ds Max proper pivots

Post by Phasmatis »

If I remember correctly, the pivot is middle of the scene in Max, so place the pivot at 0,0,0 and align the mesh around the pivot instead of the other way round.
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miguel
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Re: 3ds Max proper pivots

Post by miguel »

@ Phasmathis. I need some of your knowledge about DX 3d and whatever it takes to import a mesh to DX. Can you share a bit of your time and patience.
Hi!
How can I move the pivot of mesh in 3ds Max? I moved it with Align Pivot Only, then I imported it into DeusEx, but it uses the original pivot, and I can't make the collision properly
I dont know what is this "align pivot" is about cause I use another program, the only thing I know is thath the axis(0,0,0) must be in the centre of the mesh so the collision cylinder work decently whit your Mesh. I have made various custom animated character meshses for NPC but they look like ass.
Kalman11
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Re: 3ds Max proper pivots

Post by Kalman11 »

Ok, I try to explain
This is the original pivot (and DX wants to use it anyway):
origi.png
I moved the pivot to 0,0,0 and it's ok in 3ds Max, but DX moves back the pivot to its original position:
newpivot.png
Thanks for the replies, I didn't get answer on dxalpha :)
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Phasmatis
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Re: 3ds Max proper pivots

Post by Phasmatis »

Try "Reset Xform" in the utilities panel after you've placed the pivot, that should reset everything so what you see in Max is what you get in game.
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Kalman11
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Re: 3ds Max proper pivots

Post by Kalman11 »

Thanks, it works :D
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