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coreyfaure

Physics mesh rotated on import.

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I'm using 3DS Max, so Google searches aren't helping me here (the threads I found were using Blender).

Here's the problem for all of my current mesh uploads.

 

I create the mesh just fine.

http://i.imgur.com/lmIC1B9.png

 

I create a basic collision.

http://i.imgur.com/ij2UT8U.png

 

I import it and it derps.

http://i.imgur.com/DkLhMsc.png

 

Anyone know what the issue is? The physics mesh import is wierd for me. It seems to rotate the entire physics mesh in some odd way every time.

Rotating the mesh doesn't help either.

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Utilities > Reset XForm > Reset Selected and collapse the XForm Modifier on both, chair and collision, before exporting, to zero out the rotations.

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One more problem:

I read that the scale of models are 1:1

Apparently 1 meter in 3DS Max is 1 meter in second life.

 

However, all the meshes I've imported at proper scale are about half normal scale.

Is the ratio different from what I've read?

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I have set up mine to centimeters, and it looks like this. (Customize > Units Setup...) Works perfectly for me, and should work as well when set to meters. And always apply the XForm Modifier to any mesh before exporting.

Units01.jpg

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It depends on my builds, but I switch between centimeters and meters for SL. I also get a perfect match between 3ds max and SL.

Can't the scale difference be an issue of measuring before applying the XForm? I don't see how it could be a unit issue, since that would probably result in a 2.5 or 40.0 scale difference. (cm/inch or inch/m)

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The problem is your objects sub level mesh is rotated in relation to its world orientation. To see what this is when using the rotation tool or move tool set the tool to use the local orientation by selecting and changing the View next to your Move Rotate Scale tools to Local. This will cause the Gizmos (movement tool) to orient its self locally to the mesh object. This will allow you to see what direction the sub-object mesh is orientated torwards.

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