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Meshing Question Rotating Meshes Properly

CTarana45

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I'm having trouble exporting ships from Animator! I can export them fine, what I can't do is rotate the model so it shows up correctly in Orbiter! :hailprobe:

Thanks, Guys

Christoper Tarana
 
I'm having trouble exporting ships from Animator! I can export them fine, what I can't do is rotate the model so it shows up correctly in Orbiter! :hailprobe:

Thanks, Guys

Christoper Tarana

im sure someone can help you with this.. im using Blender myself so i dont know how Anim8or works sadly..:facepalm::hailprobe:
 
I'm having trouble exporting ships from Animator! I can export them fine, what I can't do is rotate the model so it shows up correctly in Orbiter! :hailprobe:

Thanks, Guys

Christoper Tarana


Which export script do you use? I had written one, that was using a similar coordinate system as orbiter, just right-handed instead of left-handed like Orbiter.
 
I'm having trouble exporting ships from Animator! I can export them fine, what I can't do is rotate the model so it shows up correctly in Orbiter! :hailprobe:

Thanks, Guys

Christoper Tarana

There is a tool in the Orbitersdk\utils folder called Shipedit that can rotate meshes. You just need to figure out the axis and angle.
 
I generally export the mesh as a .3ds file and use Vinka's 3ds2mesh!

Thanks!

Christopher Tarana

---------- Post added at 04:33 PM ---------- Previous post was at 04:30 PM ----------

Thanks GLS! I'll try ship edit and see what happens!

Christopher Tarana
 
I do have Mesh Wizard installed and just installed the anim8or export to mesh script! The script works in the current of Anim8or! I was able to load the mesh in ShipEdit! That allows me to rotate the mesh!

Thanks!

Christopher Tarana
 
I do have Mesh Wizard installed and just installed the anim8or export to mesh script! The script works in the current of Anim8or! I was able to load the mesh in ShipEdit! That allows me to rotate the mesh!

Thanks!

Christopher Tarana


Thats good that it still works, I wanted to test the new version soon and check if the old script still works... and fix some bugs in it, that produced weird meshgroups in some situations.
 
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