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    Export to fbx looses all axis except the global axis

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    • G Offline
      gpskater
      last edited by

      I'm using XNA framework for the game I'm building and currently just trying to move a car with it wheels spining but the wheels rotate around the global axis.

      I'm new to sketchup but have run into a problem exporting to fbx. I'm sure its me but I can't figure what I'm doing wrong. I'm using a car model and I set each wheel to a component and set an axis in the center of the wheel. But when I export the car model the wheel rotations are around the global axis not the component axis I put in the component. After I move it in the game the the orign stays the same so my wheel rotation rotates around the cars origin in the games origin (0,0,0).

      When I place the car at (0,0,0) and don't moce the car the wheel rotation is around the global model axis not the wheel component axis. When I export the car from 3Ds Max to fbx the wheels rotate around their object axis just like they are suppose to. I have purchase Sketchup and as a c# developer its a great tool, very easy to use compared to any other modeling software I've evaluated. As well as it is reasonably priced. It is very nice tool and want to continue using it I just need a little help on what I'm doing wrong.

      Thanks in advance.

      dan

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      • Chris FullmerC Offline
        Chris Fullmer
        last edited by

        That sounds like an issue inside the game engine. It might not be recognizing the component axis as it should. Perhaps there is an option to default it to the origin, instead of each components local axis inside the game engine?

        Chris

        Lately you've been tan, suspicious for the winter.
        All my Plugins I've written

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        • G Offline
          gpskater
          last edited by

          @chris fullmer said:

          That sounds like an issue inside the game engine. It might not be recognizing the component axis as it should. Perhaps there is an option to default it to the origin, instead of each components local axis inside the game engine?

          Chris

          Well I'd say that's true, but I don't have that problem when I export from Autodesk 3DS max. Everything works fine....

          dan

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          • Chris FullmerC Offline
            Chris Fullmer
            last edited by

            Yeah, after re-reading your message I was sort of thinking the same. Other software is exporting correctly.

            Do you have to use .fbx? Does it accept collada (.dae), or 3ds or obj?

            Chris

            Lately you've been tan, suspicious for the winter.
            All my Plugins I've written

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            • G Offline
              gpskater
              last edited by

              Yes XNA only uses .x (directX) and FBX. I'm kinda up a creek here. Do you have any ideas for other tools or plugins?

              dan

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              • Chris FullmerC Offline
                Chris Fullmer
                last edited by

                You could try Blender as a go-between. Its a frree 3d modeling software. Export from SU as collada or 3ds or .obj (requires a plugin). Then open that in blender to export as an .fbx from there. See if that exports it better maybe?

                Chris

                Lately you've been tan, suspicious for the winter.
                All my Plugins I've written

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