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How import 3d static object from 3DMax?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Rugged_Clover, May 12, 2016.

  1. Rugged_Clover

    Rugged_Clover
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    May 12, 2016
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    How to adjust the exported model?

    When you import a model Beamng shift collision . I would be glad of any information about the settings.

    Sorry for my english.
     
  2. meywue

    meywue
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    BeamNG Team

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    Hey,

    it seems that 3ds Max is a little rascal about that. You need to ensure that your actual mesh and the collision mesh both have the pivot at 0,0,0. There is a little workaround to make sure that they are sharing the same pivot. Do the following steps with every mesh and collision mesh. Select the mesh, right-click on and choose 'Convert To: -> Convert to Editable Poly'. After that go to the utilities tab of the object and click on 'Reset XForm' and on 'Reset Selected' afterwards. In the 'Modify' tab there should be a new modifier called 'XForm'. Expand it and check if the pivot of 'Gizmo' and 'Center' is at 0,0,0. If not redo the last steps.

    Also please make sure that you have the correct hierarchy within the dae file. And use the Open Collada exporter to export your model (http://www.opencollada.org/).

    And just in case you didn't know yet, you can use the 'Static Collision' debug menu to quickly check the collision mesh.

    Hopefully this was a bit helpful. If it wasn't helpful enough, please don't hesitate to ask again and try to provide some more information and some screenshots of the problem please.

    Kind regards,
    Ludger
     

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  3. Rugged_Clover

    Rugged_Clover
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    Thank you very much for your help. I did not know about the modifier 'XForm'. Gizmo and Center were at different points .

    I would be very grateful if you give a link or explain about the correct hierarchy in the DAE file.
     
  4. meywue

    meywue
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    BeamNG Team

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    Hey,

    please have a look at one of the screenshots with the 'Screen Explorer'. You need to create some null objects. A parental 'base00', a 'start01' and a 'collision-1' null objects. Under the 'start01' you need to have your mesh and the collision mesh.
     
  5. Rugged_Clover

    Rugged_Clover
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    Thank you very much for your help. All the problems were due to wrong hierarchy.
     
  6. meywue

    meywue
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    BeamNG Team

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    I'm glad that everything is working now!
     
  7. Mastertiti74

    Mastertiti74
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    Hi, if I can also ask a little question ? How did you manage to have the "layers" editor ? (in your last picture). I mean in the 3Ds Max 2013 layer manager i can't create "null objects".
    I have the OpenCollada Plugins, but i can't figure out how to arrange my objects... Thanks

    **EDIT : By the way I've managed to do that with containers in the scene explorer ! If that could help someone !**
     
    #7 Mastertiti74, Aug 5, 2016
    Last edited: Aug 5, 2016
  8. meywue

    meywue
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    BeamNG Team

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    So it's working now? Or is still something unclear?
     
  9. Mastertiti74

    Mastertiti74
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    Oh sorry, everything's working perfectly, thanks a lot !
     
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