It's still not working. I did exactly what you said, in terms of the
hierarchy tab and hitting reset.

The temporary workaround I'm using is:

on exitFrame me
    global doorflag
  global garage
    garage = member("3dworld").model("doors")

  if doorflag = false then

    if (garage<>void) then
      garage.transform.rotate(-90,0,0)
      doorflag = true
      member("output").text = "doors rotated!"

    else
      member("output").text = "not doors"
    end if

  end if


This works but its very ugly, and I don't want to have to do it with several
models. I had to do it on an exitframe handler, because when I try to do it
on the initialize frame (set up), if the doors are not completely loaded I
get an error when I try to turn them.

Any more details about how you got it to work in MAX will be greatly
appreciated!!! Are you using Max 5?

>
> At 07:09 AM 4/3/2003 -0500, you wrote:
> >I am using 3ds max 5. I just downloaded the 3ds max 4 exporter, (which is
> >said to work with max 5).
> >It works fine, textures and all, but the z axis orientation is messed up
> >due to Max's z axis being "up and down".
> >So all models come out on their side.
> >I'm sure this is a common problem; what is the remedy for this?  I
> >couldn't find any relevant parameter changes to make in the exporter.
>
> I was just playing with this stuff today and I found that if you select
> your models and click the Reset > Transform button in the 'Hierarchy' tab
> and then export. The axis orientation is the 'right' way
> X - Left to right
> Y - Up and down
> Z - Front to back
>
> HTH
> ...Neil
>
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