Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Export with custom rotation

A topic by zDeath created Dec 25, 2021 Views: 437 Replies: 17
Viewing posts 1 to 18

Is it possible to export with rotation about an axis other then the y-axis?

If not, it would be cool as a future feature to have  an export where one could rotate about one, two, or three axis's, or any combination thereof (via check boxes maybe?).

Thanx for this great program, it is coming along wonderfully...

Hi, not possible for the moment but I can implement this in the future for sure. Thank you !

cool!

Merry Christmas & a Happy New Year to you!

(1 edit)

Btw, for complexe rotation (multiple axes etc) you can always use animation and not auto rotation. Like that : 

Or for directions something like that (should also reduce to 1 FPS to have only one image per direction):

Because auto rotation is just to let you save some times on common directions.

Yeah that would work.

For auto-rotation, all we need is the positioning gizmo to define where the rotation point on the object is.

moved this topic to Request

Here's an example of why being able to position the gizmo would work wonders for autorotation export.

If I could position the gizmo at the rotation point of the object that I want it to be, autorotate could do the rest. Right now that's a pain to do with animation, especially since I want 16 positions (of a 360 rotation).

Attached the object I am trying to rotate. (The turret needs to be stably rotating arround it's center point, right now the gizmo is a the end of the barrel and can't be adjusted to where I want it)

https://sharedby.blomp.com/C4Qg1W

Click link to get file...

Thanx!

Hi, any progress on that?

Hi, seems I can't download your file, can you send me with another way please ?

It was long gone, so I uploaded another one.

https://sharedby.blomp.com/jFs7Ex

Let me know if you could get this one...

Got it, I'll check that, thank you

Cool! 

But there isn't any issue here, as the turret origin isn't centered so should be centered manually in any case 

Or maybe because you want to use the full model at same time, with rotation of the turret different with rotation of vehicle ? But it will be a complexe scenario for automatisation.

Hmm, this is weird, how the heck did you get the gizmo centered on the turret?

On the original I used, I get this (see above img), at the end of the barrel, so the rotations "twirl" the turret around the end of the barrel, not the turret center. Is there a way to reposition that Gizmo to the turret center?

This is what I get with the same model you recently downloaded:


(1 edit)

I moved the object manually, as you can see the origin of the object isn't well placed, you can maybe change it in blender or other 3D editing software.

Btw your model shows me there is loading freeze with obj, I'll try to fix that.

Glad the OBJ was good for something.. ;-)

So, how do you place the gizmo manually? 

(1 edit)

I just moved the object to be well placed on the layer

Ah, so you align the pivot point with the axes centers.

From the prev. image it looked as if the gizmo was aligned with the object's desired pivot...

I get it now, THANKS for your time!