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Idea for introduce Freeze transform and set to zero tool into 3D Max

Idea for introduce Freeze transform and set to zero tool into 3D Max

Hello,

I would like to request you to please introduce freeze transform and set to zero program into 3Ds Max.

 

I am working on 3D max to Unity workflow. Main problem i faced is coordinate system. After my work done i always apply reset X form modifier and convert it to Poly then i export to FBX and open it in Unity. Problem start from that point. My UV's always get flipped.  Then i have to poen same FBX into Maya and have to apply freeze transform and set to zero and once again convert into FBX. Finally that FBX works fine in Unity.... I am tired with this problem...

 

Once again request you to please introduce freeze transform and set to zero program into 3Ds Max.

 

Thank you.

2 Comments
Swordslayer
Advisor

Setting the pivot to [0,0,0] and ResetXform (in the Reset XForm utility, not sure by your wording if that's what you do) result in basically the same as freeze transform and set to zero does in maya. Flipped UVs (are we talking about inverted UVs or horizontally/vertically flipped ones?) make it sound more like a workflow problem, maybe using object-level mirror (negative scale) which would be fixed by adding a Normal modifier to flip the normals. Also, are you sure it's the freeze transform and set to zero part that does the trick and not some of the import/export settings maya-side?

hrishikesh_p
Enthusiast

@Swordslayer

Hello,

Sorry for the late reply. Thank you so much for your comment.

Co ordinate reset x form has worked well and i have also changed the file format from Binary to ASCII while exporting.

However, i have faced the following issues;

1. object-level mirror (negative scale) wasn't fixed with Normal modifier.

2. Setting pivot to [0,0,0] and Reset X form result is not same as Maya. In this setting object pivot is placed to 0,0,0 but object is still on place, if i want to rotate my object it will rotate with reference of pivot [0,0,0]. naturally after export it in Unity it shows same.

(In Maya if i applied Freeze transform and set to zero it never change pivot position to 0,0,0. Pivot is always at place where object is but all coordinate values are shown in zero and also it solve negative scale problem.)

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