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Vehicle pivot inexplicably mirrored?

polycounter lvl 16
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JohnnySix polycounter lvl 16
So I'm almost done with a custom vehicle for UT2004, except getting the weapon rigged.

For some reason, it seems one of the axes is flipped - either x or y - as when the weapon rotates, it rotates contrary to the view of the camera. You turn right, it turns left.

Has anyone else encountered this, and knows how to remedy it? Is there something I am missing in the .psk/.psa export?

As they say, an image is a thousand words, hopefully a video will explain better.

[ame]http://www.youtube.com/watch?v=uLAzxwNBI-k[/ame]

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  • Skygrasper
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    lol...is that the bulldog from UT 2004? (a static vehicle mesh you could find in the editor. I always wanted to drive that thing)

    Anyway...did you check which axis it was on when you exported it? I know in torque 3D weapons/vehicles/characters have to be facing in the X direction or they come into the game facing weird angles. If its driving like the axis's are flipped, try flipping the mesh itself, or perhaps its pivot point in the opposite direction and try exporting it again.
  • JohnnySix
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    JohnnySix polycounter lvl 16
    Indeed! In order to make it work in UT2004, I exported all the meshes and rigged them in max as a skeletal mesh, and once in, saw the opportunity to fix up some stuf - increase poly count, add an interior, fix uvs, texture detail and build a new weapon.

    More in P'n'P : http://boards.polycount.net/showthread.php?t=60838


    I fixed it - seems I'd rotated 5 pivots out of 6 to negative 90 on the X axis. No idea how or why that happened, but now it rotates correctly. :D
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