Jump to content

Rotation of parts and Node placement


Aumeydio

Recommended Posts

Question 1:

I've been working on some cockpits for KSP in Blender. They're modeled and exported to Unity. I set the collision meshes, put the parts folders together etc. The issue is when I load the parts in game, they are facing to the left and are rotated the wrong way. I've gone into blender and rotated them multiple different ways and re-exported them, but nothing seems to change. Is there something in Unity that decides their orientation once loaded into KSP, or should I continue looking in Blender?

Question 2:

The node placement is completely escaping me. Can someone direct me to a good tutorial on this or offer advise. There are multiple coordinates when I look in the existing config files in Squad parts (Y up, Z up etc.) Are these important?

Link to comment
Share on other sites

1. Are you sure those rotations are affecting vertex co-ordinates and not just being stored in the model file? IIRC in Blender it's something like edit mode rather than object mode, but freeze/reset transform commands are common as well.

2. Yes, they determine which direction and position in which things attach. First three co-ordinates are the position relative to the scene origin, second three are a directional vector.

Link to comment
Share on other sites

Hi I have much the same problems, the way the Nodes are defined is a bit vague and I have not found much help in tutorials either :(

What I have learned is that the origin of your models scene (the point at X0 Y0 Z0 in 3ds Max) is the default position of your node (when it is in position 0.0, 0.0, 0.0, 0.0, 0.0, 0.0). I also know that when you rotate your model in your scene you don't actually change the XForm of that model, you need to use a "adjust pivots only" setting (or what you have in Blender) to move and rotate only those pivots.

I had an air punch moment yesterday when I wrote down:

Z = forward

X = Right

Y = Up

X = RIGHT!

Last thing is that we should be able to use blank game objects to get the coordinates we need via Unity, make an empty game object and call it "Ruler" or whatever, then place it exactly how you want it and take note of it's XYZ and rotations. Those will allegedly work (with minor tweaking, presumably because "scale" is a loose concept between editor and software like a sound system with separate volume controls for each device) I have not tested this yet, I got caught up in this going to work business this morning.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...