Bricktheworld Posted August 11, 2017 Share Posted August 11, 2017 Hello! I am trying to convert this 3d blender file to a babylon file using the exporter. The problem is that I would like to rotate the X-Wing 180 degrees and whenever I try to export it, the model is changed for whatever reason. If anyone could do this for me or tell me what I am doing wrong, that would be awsome! Thanks! XWing.blend Quote Link to comment Share on other sites More sharing options...
Wingnut Posted August 11, 2017 Share Posted August 11, 2017 Hiya B. https://blenderartists.org/forum/showthread.php?118592-Bake-Transform-into-Vertices They are talking about scaling, but rotation might apply, too. Try finding the correct way (control-A?) to bake (permanent-ize/freeze) the rotation (within Blender). Notice it is done in Blender's OBJECT mode. No promises, but it MIGHT work. Others may comment soon. Thx for including a link to your .blend file - wise move. Please report results. Another fun thing to try... a checkbox in the exporter panel... something about "export using rotation Quaternions?". THAT might also have some affect (guessing). Be sure to search the forum, too. Mis-rotated Blender imports is a common problem and has been grappled-with before. Party on! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 11, 2017 Share Posted August 11, 2017 Your objects are broken. I've not investigate too much, but as Wingnut said, scales must be applied (here scale is even negative!): But it seems not be enough, I think you have to unparent all before starting to cleaning your meshes (alt + p > clear and keep), and making them unique (U key > object data). Clear animations key too for now (object > animation > clear keyframes). Delete modifiers too, and reassign their later. You will probably see some faces flipped, try patch with a ctrl + n in edit mode, or by hand with a W > F (flip normals). Before playing with parenting and modifiers, try to reexport and see if errors occurs. Quote Link to comment Share on other sites More sharing options...
Bricktheworld Posted August 11, 2017 Author Share Posted August 11, 2017 Thank you guys! Quote Link to comment Share on other sites More sharing options...
gryff Posted August 11, 2017 Share Posted August 11, 2017 @Bricktheworld : Agree with @V!nc3r and @Wingnut - that negative scale is an issue. Go with V!inc3r's suggested methods but let me add a couple of additional suggestions 1. The animations, if they are meant to be applied to just one object rather then instead of, for example, Seat.000Action use Seat.0000-Action. Note the added hyphen. It means that the animation will only be applied to the object named Seat.0000 and you won;'t see this in your .babylon file : "ranges":[{"name":"CanopyInterior.000Action","from":0,"to":3},{"name":"Fuselage.002Action","from":10,"to":13},{"name":"Greeble.001Action","from":20,"to":23},{"name":"Seat.000Action","from":30,"to":33},{"name":"TopWing.000Action","from":40,"to":43}] All animations applied to all objects. 2. And this is a suggestion until you have it solved use a Hemi lamp getting the meshes right will not be complicated by light and dark side of meshes good luck. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Bricktheworld Posted August 11, 2017 Author Share Posted August 11, 2017 Thank you! Quote Link to comment Share on other sites More sharing options...
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