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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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When we save ship models is there an axis they should line up with to indicate forward and up? The model programs are built on an xyz axis system. When the models load into the game do they all need to face +X with up as +Y (so they are all going the same direction and correct side up?)
Online models seam to be all over the map.
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19 Sep 2007, 21:37 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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i believe this is the usual
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19 Sep 2007, 22:17 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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I see. So whatever the 3D program shows as front and top view will come out the same across all programs. Some online models come out turned around and off center. I will check that as I double check each model.
Thanks.
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20 Sep 2007, 02:37 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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The plot thickens. It appears that when I orient a model in Milkshape 3D for meshing and then load it into Ultimate Unwarp3D for textures the model is rotated 90 degrees on the x axis (the left right width axis.) This make the front turn to point up like a plane just went into a vertical climb.
All I need is to know what the models will do when loaded into our 3D combat engine. How will that software reinterpret up, down, left, right, back and forward from my model programs?
Is there any way we can know that at this point? Would it help to look for a shareware 3D combat engine or is it all going to change later on?
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Last edited by Kenneth_of_Borg on 22 Sep 2007, 03:12, edited 2 times in total.
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21 Sep 2007, 22:09 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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Really isnt an issue as its pee easy to load the model again, rotate it and save it if its not facing the right direction.
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22 Sep 2007, 00:22 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I would assume the ship would point along the positive Z axis. The default view would be a bird's eye view looking down on the top of the ship, so the positive Y axis would be coming out of the screen, and the negative Y axis would be going into the screen. You can use the right-hand rule to figure out the rest.
But it really doesn't matter as long as the models are consistent.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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22 Sep 2007, 01:21 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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If you set it Z front right hand rule in one program the axis in the next program points in the wrong direction. (Z axis is exchanged with Y)
I hope it does not matter. There will be something over 250 models made by multiple builder with a number of different programs. We will just have to check each model as it goes into the combat engine.
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22 Sep 2007, 03:05 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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Kenneth_of_Borg wrote: The plot thickens. It appears that when I orient a model in Milkshape 3D for meshing and then load it into Ultimate Unwarp3D for textures the model is rotated 90 degrees on the x axis (the left right width axis.) This make the front turn to point up like a plane just went into a vertical climb. All I need is to know what the models will do when loaded into our 3D combat engine. How will that software reinterpret up, down, left, right, back and forward from my model programs? Is there any way we can know that at this point? Would it help to look for a shareware 3D combat engine or is it all going to change later on?
if you saved as obj then this is the way that format saves, don`t ask me why it just does
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22 Sep 2007, 16:55 |
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ZDarby
Lieutenant Junior Grade
Joined: 22 Nov 2004, 01:00 Posts: 201 Location: Nor Cal
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+y = up
+z = forward
+x = port
This is pretty standard -- but not universal -- within the movie and game industry.
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22 Sep 2007, 21:05 |
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