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GGMAX Bug - Importing .fbx requires 90 deg X rotation #5774

Open Dr-Eyeball opened 1 week ago

Dr-Eyeball commented 1 week ago

Importing any .fbx requires a 90 deg X rotation, plus a altitude/height adjustment, plus re-centering. Importing any .obj results in the model being upright (at it's origin) as expected.

I am uncertain whether this could simply be the default export options for various model editing programs (eg: blender).

This .obj model import is upright as expected. 20241014125944_1

This .fbx model import is rotated -90 degrees along x-axis. 20241014130029_1

Because of the .fbx import rotation, it requires further rotation of 90 degrees along x-axis plus a altitude/height adjustment, plus centering. 20241014130116_1

Dr-Eyeball commented 5 days ago

@Kasseyus See the other issue #5773 for details that Steam Verify Integrity failed to validate, which must have been the cause of this problem.

Retested now:

I redid an existing door import #15, and the model is properly rotated. I tried a new door import #14 and that model is properly rotated too.

You can consider this non-issue solved. Thanks.

Close issue.

Dr-Eyeball commented 3 days ago

@Kasseyus Upon starting more imports today, I found the 90-degree rotation issue occurred on the first .fbx import. So I'll reopen this one.

Kasseyus commented 3 days ago

@Dr-Eyeball When Importing custom models, it is important to ensure that the models have clean transforms, for example, the models being correctly centred, with a scale and rotation modifier of 1.0.

For Example... image

If not, then you will see artifacts such as this during the import process, plus it is a lot more straightforward to make these kinds of edits in a dedicated 3D modelling package, and import into MAX without the need for adjustments at the import stage.