selfish_meme Posted January 13, 2018 Share Posted January 13, 2018 (edited) Just made this picture so I could see the orientation I should model in using Blender to make sure it will come out right in KSP, I tried with and without the 90' rotation, it made no difference to the end result. I used .blend files because .fbx files give very strange results. Here is the cube .blend file if you want to try it yourself https://drive.google.com/open?id=1NGJ4WKkUXXHd5-8035tWpOZBOJVOFJHc Part Making WorkFlow -> from this thread Blender: - Make a high poly model/mesh - Make a low poly mesh - Make collider mesh - UV unwrap - Bake ambient occlusion Graphics editor: - Import ambient occlusion - Texture model - Export combined Bump/normal map application: - Bake bump/normal map Modelling program (again): - Apply textures - Check and save Unity: - Set-up project file - Set-up KSP PartTools - Create scene with part - Apply bump/normal map - Apply specular - Write part DDS Loader: - Convert textures to fast loading DDS files Kerbal Space Program: - Edit appropriate configuration file - Load up and check Edited January 13, 2018 by selfish_meme Link to comment Share on other sites More sharing options...
Skalou Posted January 13, 2018 Share Posted January 13, 2018 (edited) Good initiative! here is what has saved me hours of headache at the beginning: from the internet, tuned by myself. note: Blender and Unity don't use the same coordinate system, and there is no way to match every axis when importing, when importing a .blend model into unity by default the bottom is still the bottom (relative to the floor), but the Z in blender(up) is now Y in unity, X becomes -X and Z becomes -Y in Unity. there is also a -90°/X notified in the the rotation field in Unity (i let this rotation and rotate the model in blender until it match what i want in Unity and so KSP). when importing a part with a big hierarchy, it can by tricky if you want some child axis to be well oriented at the end (example: FXModuleLookAtConstraint pointing its Z axis to the target, control surface rotate around a transform X axis, etc...), so i found useful to include thoose tricky transform in an other child to rotate everything as needed (in blender you can rotate an object but you can also rotate the mesh inside this object in edit mode and don't change the object orientation). I also tried this when desperate:https://forum.unity.com/threads/blender-unity-rotation-fix.181870/ i don't understand what it did but it worked for some projects. by the famous @RoverDude part orientation in the SPH, VAB and Unity by someone else, probably on this forum, i don't remember (thank's). Edited January 13, 2018 by Skalou Link to comment Share on other sites More sharing options...
selfish_meme Posted January 13, 2018 Author Share Posted January 13, 2018 That's really good info, and much better than mine, the only advantage mine has is if you are starting with a cube primitive. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now