Help regarding rotating models in XSI

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Help regarding rotating models in XSI

Postby FlatulentMoth » Thu Jan 09, 2020 9:51 pm

I was bored of the stock model for the chaingun and decided to flip it upside down for my mod so it looks more like a minigun. However, when I go and do this in XSI, when I load the model in the game it appears as it normally would.

I have tried:
1)Flipping the entire model I imported upside down
2)flipping the entire model and flipping the hp_active hardpoint

Is there anything I am missing?

EDIT:

after searching around I found a fix

1) make sure the visible geometry and the hardpoints are all seperate models

2) make a null and name it whatever you please

3) set one of your viewing windows to explorer and move all your geomety and hardpoints into the null's section of the tree

4) export the null

make sure to to make your changes as if the null was the origin (or class' hand)

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Re: Help regarding rotating models in XSI

Postby Marth8880 » Fri Jan 10, 2020 9:37 pm

Alternative to the null solution, freeze the transforms of the poly object.

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Re: Help regarding rotating models in XSI

Postby Gogie » Sat Jan 11, 2020 1:13 am

As Marth said; freeze transforms is the solution.

A break down of why this is happening:

> rotated model 180 degrees.

>model exports its current verts in its current position.

> model considers its exported root (usually called dummyroot) to be the center of its transforms.

> model after exporting its current position ZE reads that it needs to rotate the model (which is a child of dummyroot) 180 degrees (remember your verts are already exported in this position).

essentially you rotate 180 degrees, but ZE then rotates ANOTHER 180 degrees and your model ends up doing a full 360. the same concept also applies to translation and scaling of an object (incase you use those)

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