if that's the only problem you have, then you are lucky ; ) There isn't a standard axis system in 3D programs. Some are Y up some Z up, some right handed some left. It's just one of those things
On May 28, 11:07 pm, Matt Przybylski <[email protected]> wrote: > Michael, > Yep, I was referring to 3.6. Is there any particular reason as to why > this happens or is it "just one of those things"? > > Good to hear its not in Broomstick. Thanks for the reply. > > Matt > > On May 28, 3:09 pm, Michael Iv <[email protected]> wrote: > > > > > > > > > I suppose you mean Away3D 3.6 ? Yes in that version if you export 3Ds you > > have to turn them 90 X axis .Well Yes it is annoying but you can rotate the > > model 90 degrees already in 3ds max so that after the export you don't need > > to do it manually . > > Btw, in Broomstick 3Ds doesn't have this issue. > > Michael > > > On Sat, May 28, 2011 at 9:04 PM, Matt Przybylski > > <[email protected]>wrote: > > > > Hey guys, > > > I've had a couple of different 3D guys export models for me and it > > > seems like I always have to add rotationX = 90 to each model that gets > > > imported for them to "stand up straight". Is this an issue with how > > > the models are being exported to me (they are .3ds) or is this just > > > the normal behavior you have to apply to imported models in Away3D? > > > Is there some other way to rectify this so that I don't have to do > > > that each time I load an imported model? > > > > Thanks, > > > Matt > > > -- > > Michael Ivanov ,Programmer > > Neurotech Solutions Ltd. > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > > Tel:054-4962254 > > [email protected] > > [email protected]
