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Export issue from 3dsMax using FBX file format

Last post 03/11/2009 6:57 AM by BShields. 2 replies.
  • 31/10/2009 12:42 AM

    Export issue from 3dsMax using FBX file format

    I am creating my models using 3ds Max, exporting them as FBX models, and I seem to be having 2 issues.

    1. Since 3dsMax uses right-handed coordinate system with the Z-axis up, and XNA uses right-handed coordinate system with the Y-axis up, I exported the model, setting the Up Axis (in the export window) to Y-up. This does not make a difference when displaying the model in my game, and it seems to keep the Z-axis as up. I can think of a quick fix to just rotate all the objects that I export 90 degrees (into the correct position), but I don't think it seems more like a hack than a solution.

    2. In addition to the problem above where my model is rotated incorrectly, the normals seem to be facing in the wrong direction. When I apply the modifier Normal to the model (inside of 3ds Max), and I flip the normals, the object draws properly in the game. Once again, this seems more like a hack.

    Is it possible that the export changes coordinate system from right-handed to left-handed, causing issue #2 to occur?

    Any help is appreciated. Also, if this post is not in the correct place, please let me know and I'll move it to the proper forum.
  • 31/10/2009 5:14 AM In reply to

    Re: Export issue from 3dsMax using FBX file format

    Answer
    Reply Quote
    First, make sure you're using the latest FBX plug-ins from the Autodesk download site.

    Second, In the Model Processor options, you can set up rotation for the model, and you can also choose to flip winding of your triangles, which will fix the "inside out" look.

    Or you can try the kW X-port exporter, which may actually work better ;)
    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 03/11/2009 6:57 AM In reply to

    Re: Export issue from 3dsMax using FBX file format

    jwatte:
    First, make sure you're using the latest FBX plug-ins from the Autodesk download site.
    I'll second this. I've been using 3DS for all the models in my most recent game, exporting to FBX, and have had no issues (well, except when I try to get fancy with materials, but that's an entirely different problem). My normals are pointing in the correct direction (even when I flip them intentionally), and the model is correctly oriented in my game.
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