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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Rotating imported animations....onto the +Y axis?

Author Topic: Rotating imported animations....onto the +Y axis? (7 messages, Page 1 of 1)
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videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Apr 1, 2013 12:34 PM    Msg. 1 of 7       
I noticed that every animation that is imported using Ghosts Animation Importer for 3ds max, seems to be directed onto the +X axis. For anyone out there that uses 3ds max and uses Ghost importer, is there a way to change which axis that the animation is on? During or After using the importer? I would prefer the +Y axis for Autodesk Maya reasons, but I am not sure how to get the animation to stick to the +Y axis.

Any suggestions?

Thanks


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 1, 2013 06:49 PM    Msg. 2 of 7       
As long as "set keys" or whatever isn't enable just try rotating everything and see if the animation will still work
Edited by MatthewDratt on Apr 1, 2013 at 06:49 PM


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Apr 1, 2013 06:56 PM    Msg. 3 of 7       
That does not work. When I import it into Maya, it still it on the +X Axis. That is why I am wondering if I can change the axis during or after using Ghosts animation importer. Is there a way to change the "Animation Keys" settings within 3ds Max? Like right click them and change the axis that way?

Thanks


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 1, 2013 08:15 PM    Msg. 4 of 7       
I would think selecting move and copying down the x and y value's and then switching them would work but idk.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 1, 2013 08:16 PM    Msg. 5 of 7       
try motion section (beside create and edit)
move/transform all


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Apr 1, 2013 10:52 PM    Msg. 6 of 7       
Quote: --- Original message by: Maniac1000
try motion section (beside create and edit)
move/transform all


I don't see that option in the motion tab. Do you mean Hierarchy tab instead? That is the one next to the create and edit tabs. Also, if you have time..think you could post a screenshot Maniac? That would help. Because I don't see that option anywhere in either Hierarchy or the Motion tab.

Thanks


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 2, 2013 03:25 PM    Msg. 7 of 7       
Yea i guess that only works for system bipeds.
http://www.11secondclub.com/forum/viewtopic.php?id=15899

http://forum.unity3d.com/threads/10343-How-to-get-the-XYZ-axis-right-%283DS-MAX-Unity%29
For me, this way works just with a rigged model. I put a dummy and linked it with the root bone (Bip01). So I rotated the dummy X 90,Y 0,Z 0. With normal models, I just changed the pivot orientation in X 90,Y 0,Z 0, (not the 3d model just its pivot). It works fine! Both ways I exported in Y-up.

 

 
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