GP Bikes beta16b available!
Started by Dani_s13, February 06, 2014, 05:08:24 pm
Quote from: RBp on February 06, 2014, 05:18:00 pm0.0.0 get's the model to show on screen you need to postion each item separate by moving it alittle in 3d max.
Quote from: Dani_s13 on February 06, 2014, 05:08:24 pmHi friends I have started to include this KTM Moto 3 in gp bikes, but I get it all wrong and do not know why. I think and put everything as it should be the wheels on axles 0 0 0. I tried putting the chassis axis 0 but I lower it even more. : (
Quote from: Dani_s13 on February 06, 2014, 06:43:25 pmFinally!! I have started to fight with 3dmax and eventually we became friends in this export to gp bikes ... hahaha. What I miss in the end is going slowly moving objects in 3d max to look good in Gp bikes. Thanks for the help now will try to put the string in the right place and will continue with the physical, finish the skin and the sound is done .
Quote from: Hawk_UK on February 06, 2014, 05:59:15 pmQuote from: RBp on February 06, 2014, 05:18:00 pm0.0.0 get's the model to show on screen you need to postion each item separate by moving it alittle in 3d max.Hi RBpAs I understood it. The x0 y0 z0 is the reference point GP Bikes uses to position each part(Chasis/wheels/fsusp/rsusp, etc, etc) to it's correct position for rendering?When you say you need to also move each item a little in 3ds max.... Well how much is a little move to get things right?Let me list the procedure as I understand it:In 3DS Max, separate each element required(Chasis/wheels/fsusp/rsusp, etc, etc).Zero the transformations(x0 y0 z0) for those elements. Export those elements to a newly created and named bike folder for use in GP Bikes(obviously the folder contains all the other required files too). I'm still creating my bike model so I have not got to this stage yet, but this is how I understood the model intergration procedure for when I arrive at that situation. Have I got this procedure correct?