Blender To Mxsimulator

Post your questions here
Post Reply
zebzone235
Posts: 402
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
Location: Ronneby. Sweden
Contact:

Blender To Mxsimulator

Post by zebzone235 »

Hello everybody, i've tried exporting some of my models into mxs but i can never get it to work like it should. I have modified some bikes that were already in the game made by the community before but whenever i make something completely by myself the location rotation or scaling is always fucked up. And yes i have applied rotation scale and location when exporting, i've lined it up with boblob's pivot point and everything but can't get it to work.

This is what happened last time, dont ask me about the model :lol: it's a scooter i made in a afternoon

Image


If you know how a scooter is built then you know that's not completely right,

this is how it looks in blender

Image
Image

Thank you so much for the help, if i get any help that is :lol:
Image
zebzone235
Posts: 402
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
Location: Ronneby. Sweden
Contact:

Re: Blender To Mxsimulator

Post by zebzone235 »

Bumping this


Image
Image
jlv
Site Admin
Posts: 14913
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Blender To Mxsimulator

Post by jlv »

When you have the frame selected in object mode, where is the dot that represents the origin point of the object?
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
zebzone235
Posts: 402
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
Location: Ronneby. Sweden
Contact:

Re: Blender To Mxsimulator

Post by zebzone235 »

Here it is, sorry for the late response Josh


Image
Image
Image
Image
Image
jlv
Site Admin
Posts: 14913
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Blender To Mxsimulator

Post by jlv »

Your object origins are definitely in the wrong places. If you're using another bike as a template, select the template bike's frame, then Object / Snap / Cursor to Selected. Then select your frame and use Object / Transform / Origin to 3d Cursor. Repeat the process for the other parts.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
zebzone235
Posts: 402
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
Location: Ronneby. Sweden
Contact:

Re: Blender To Mxsimulator

Post by zebzone235 »

Is there any way to set new origin points manually without having to do the whole select and de-select thing? Just curious
Image
jlv
Site Admin
Posts: 14913
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Blender To Mxsimulator

Post by jlv »

Move the cursor to where you want the origin and then do Object / Transform / Origin to 3d Cursor.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Post Reply