Been stuck for a week now. and hoping one of yall will have a fix basically this is my problem posted in the ensenada thread. was wondering if anyone could help me with this. i am using 3ds max. if you need any more info then please ask me. thanks
ok. after hours i figured out resetting the xform was able to put my vehicle in its correct position. but the rotation point is very far off. as seen in the photo. and by editing the pivot point i was able to lock the mesh with the jbeam but as seen in the photo below, the mesh spawns below the car. if there is a way to get the mesh to spawn with the jbeam that would be great. also, i keep hearing about how resetting the origin point works as well but i cannot seem to find that option anywhere. --- Post updated --- setting the pivot point to the refnode location does literally nothing --- Post updated --- sorry if i come off as rude but i am stressing hard over this.
If you could open the .dae file in blender, press ctrl a and apply location rotation and scale. Export it to a dae file, put it in the zip folder and see if it works.
You don't need to, but I'll go through it anyway. So first, change the rendering engine to Cycles Render, then click on the mesh you want to apply material to. Then click the checkered circle icon. click make new material, and name it Chassis, or Interior, depending on what mesh (note that it doesn't need to correspond with the name of the mesh). The material name is what you use in materials.cs Click Use Nodes under the materials bar. Next, find the white cube along the bottom, and click on it; find Node Editor. Hold Shift + A, and click Texture, then Image Texture. Drag the Image Texture's Colour to Diffuse's Colour, and Vector onto BSDF. Then, drag Diffuse over Image Texture: Them, back in the materials menu, click Open, and navigate to your texture file. then, click on the bottom left icon again, and change it back into 3D View. And finally, next to where it says Object Mode, or whatever mode you're in, click the white sphere and change it to texture mode.
you put a lot of effort into that. also as much as i would love to use blender i would like to figure it out in 3ds max so i don't have to import the file into blender just to save it into collada. but i'll try this. currenty when i export in blender it becomes "invisible" and i lose my smoothing groups.
As told to me by a friend who uses Max: Go to the Hierarchy tab> Affect pivot only, then you should be able to move the object's origin point with the 3D manipulation widget. Move that to xyz 0,0,0 and you should be set there. You should do this for all meshes. If it works the same way as in Blender, you will also need to apply your object rotation and scale. Honestly I am not sure how you would do this in Max. You can see an example if you open up any of the stock vehicles in your 3D toolset (at least, that's how it turned out when I cracked them open in Blender.)