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Part orientation issue


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HELP!

So I have this problem with a couple of parts. Whenever I export these two from Unity, they show up backwards in the part selector, no matter what I do. I have tried rotating them 180 degrees in Unity, rotating them in Maya and exporting them to  Unity again. I have tried a new scene file in Unity with a newly configured partTools to no avail.

Here is what I see in the part selector and below is a picture of my Unity window. I hope someone can help!

iEVe2wF.png

3QktnyY.png

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zero out all pos/rot on sc_barom; then rotate sc_barometer so the front is facing Z- relative to sc_barom. whatever you attach PartTool script will be the part's reference root, it will always get zeroed out to match Unity World orientation during export. 

here's some old visual reference I made; Unity root is all zeroed out, and the object at default orientation in VAB and SPH; as viewed from starting camera position
3eo1ww7.jpg

front of your part pointing Z- will face lower right corner in part list icon; X- will face lower left corner.

Edited by nli2work
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20 minutes ago, nli2work said:

zero out all pos/rot on sc_barom; then rotate sc_barometer so the front is facing Z- relative to sc_barom. whatever you attach PartTool script will be the part's reference root, it will always get zeroed out to match Unity World orientation during export. 

here's some old visual reference I made; Unity root is all zeroed out, and the object at default orientation in VAB and SPH; as viewed from starting camera position

front of your part pointing Z- will face lower right corner in part list icon; X- will face lower left corner.

OMG! Thanks for your help! I was just rotating the wrong thing ;.;

GdCfzSt.png

 

Getting a node to orient properly through the CFG is still a challenge... I have yet to figure that one out

Edited by akron
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8 minutes ago, Enceos said:

CIT NodeHelper has the orientation marker. It will appear as a green line sticking out of the node during edit.

 

I will give it a try. I hope it still works fine in 1.05 (and 1.1). Thank for sharing it

Edited by akron
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2 minutes ago, akron said:

I will give it a try. I hope it still works fine in 1.05 (and 1.1). Thank for sharing it

It does work. Still requires Blizzy's Toolbar to appear and suffers from multiplying buttons in the stock applauncher. But that's not an issue for part development purposes.

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Just now, Enceos said:

It does work. Still requires Blizzy's Toolbar to appear and suffers from multiplying buttons in the stock applauncher. But that's not an issue for part development purposes.

Agreed. Good to know!

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