BlightRaptor Posted October 14, 2010 Share Posted October 14, 2010 So I was in the middle of tweaking some meshes for a stock replacer, and I noticed the Nif Importer for 3ds Max does something unusual for certain meshes. It will import the mesh in tact, except the pivot point will end up smack dab in the middle of the mesh, when it should be at the origin of the world space. I didn't notice this until testing a pair of pants that ended up walking off on their own (so to speak) in game. I've tried repositioning the pivot itself, but that causes the skin to jump up several units, while the mesh remains in its original position. This is using 3ds Max 2010 with the most recent plugin for it. EDIT: Solved! For anyone else who has this problem. 1) After importing, leave the pivot in its honked up spot.2) Go to the "Hierarchy" tab.3) Under "Working Pivot" click the Edit Working Pivot button.4) Click the Use Working Pivot Button, and it should move to the origin. Mesh looks good in-game... well... could look better, but I'll worry about that later. Link to comment Share on other sites More sharing options...
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