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]

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