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How to rotate global axis to conform to object rotation
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I have a skinned mesh with a biped skeleton with the origin bone as the pelvis. I have imported/exported it various times to a certain game file format to tweak some things, and when imported with the script I use (not mine) the rotation for the pelvis becomes (0, -90, 0). I need to export it so that it's (0, 0, 0), but the problem is then the whole mesh will rotate if I simply rotate it with the rotation tool.
My question is how to rotate the global axis so that -90 becomes 0, etc, but I don't rotate the object, I just rotated the entire "world" (axis) to conform to it. This is mathematically possible, so surely there is a way to do it in 3DS Max.