How to rotate global axis to conform to object rotation

How to rotate global axis to conform to object rotation

jtopaz
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How to rotate global axis to conform to object rotation

jtopaz
Community Visitor
Community Visitor

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.

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Message 2 of 5

RobH2
Advisor
Advisor

I don't use Biped much anymore and have forgotten a lot about it but I seem to recall that you, after finishing work on the character and before exporting it, could 'reset transform' on components to make sure that they were not misaligned. Is that still possible?


Rob Holmes

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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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ads_czechoj
Autodesk
Autodesk

You can use the Reset XForm tool located in the Utility panel and then collapse the stack to remove the XForm from the model.

 

ads_czechoj_0-1691669898563.png

 

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domo.spaji
Advisor
Advisor

Have you tried that?

With biped pelvis? Or any parent object in hierarchy?

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Message 5 of 5

ads_czechoj
Autodesk
Autodesk

In this case, you should deactivate the skin, fix the pivot with the XForm and reactivate or redo the skin. Please check your game engine requirements for the biped position before exporting it. Sometimes you should turn the biped 180 degrees so its back faces the viewport in the Front view.

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