Open Dr-Eyeball opened 1 week 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.
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.
@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.
@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...
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.
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.
This .fbx model import is rotated -90 degrees along x-axis.
Because of the .fbx import rotation, it requires further rotation of 90 degrees along x-axis plus a altitude/height adjustment, plus centering.