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Mesh transforms not taking into effect when exporting

Started by September 28, 2009 09:05 PM
0 comments, last by Ashaman73 15 years, 3 months ago
Hi all, I hope I explain this well enough. I found a .3ds scene file online and have been trying to fix up the model that was in the scene. In the scene, part of the model had two meshes, one was hair and the other was a hat, that were not on top of the model's head. I have moved and rotated the hair/hat so it fits nicely on top of the models head. However, after I export to a .fbx, the hair/hat's vertices are still in the same place they started out at before I did all the moving/rotating. I tried doing "Freeze Tranforms" but that had no effect and I think that is only for animating? Thanks for any help!
Well, without any information about your modelling tool(blender,maya,max,..) you're using we can only guess what might be a problem.

A mesh is often exported in object space, which means, that all vertices are relative to your object center/origin. When you move the object around in your scene you're moving in fact only the center, which means, that your mesh vertices are still in the same relation to its origin.

Take a closer look at the fbx file and you will see, that the center/origin has changed, even if your mesh vertices stayed the same.

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Ashaman

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