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Blender To Mxsimulator

Posted: Wed Apr 12, 2017 11:34 pm
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

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

this is how it looks in blender

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Thank you so much for the help, if i get any help that is :lol:

Re: Blender To Mxsimulator

Posted: Wed Apr 19, 2017 6:37 am
by zebzone235
Bumping this


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Re: Blender To Mxsimulator

Posted: Thu Apr 20, 2017 1:59 am
by jlv
When you have the frame selected in object mode, where is the dot that represents the origin point of the object?

Re: Blender To Mxsimulator

Posted: Sun Apr 23, 2017 4:22 pm
by zebzone235
Here it is, sorry for the late response Josh


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Re: Blender To Mxsimulator

Posted: Mon Apr 24, 2017 3:05 am
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.

Re: Blender To Mxsimulator

Posted: Tue Apr 25, 2017 1:34 pm
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

Re: Blender To Mxsimulator

Posted: Wed Apr 26, 2017 3:52 am
by jlv
Move the cursor to where you want the origin and then do Object / Transform / Origin to 3d Cursor.