Hello, I am using the tutorial car script, but this happens:
I already reseted all the transforms for them, but, the axis is still off-center. Any help?
Hello, I am using the tutorial car script, but this happens:
I already reseted all the transforms for them, but, the axis is still off-center. Any help?
No help?
I had this problem, check where to pivot point is for the wheels, as exporting a group of objects to 3DS moved the pivot points of my wheels, and when testing I had issues as you had above.
You can easily check by click on the wheel, and change your pivot from Local to Pivot, and you should be able to see where it is.
Huh? I am confused. How do I do that?
EDIT: I put it from center to pivot and made all the transforms(except scale) to 0. They still do the same thing.
Can you take a screen grab from the side, with one of the wheels selected and make sure it’s on pivot and local.
But honestly the problem wasn’t in unity, it was in my 3D app where my object’s pivots where in the incorrect location. Not sure how to do it in 3DS or maya, but in blender 2.5x, select the object in object mode, then on the left toolbar window select Origin, and choose Origin to geometry. This will only work if the origin is the culprit.
I just made some new wheels, and replaced the rotor and the rotor’s child with it. But, it’s even worse now! I centered the axis before exporting as 3ds. What is wrong?
No more help?
Hmmm, have you tried exporting as fbx, the fbx support is much better, and in my experience, as i said in my first post, exporting as 3ds messed up my pivot points.
Though your pivot points looks alright in the screengrab. though it could just be the angle. So i’m not really sure. the best i could do is test my side. What app are you using? Pm me and i’ll do my best to help you sort this out.
I’m using Zmodeler. I am using the default wheels. But, the front wheels work perfectly. It’s the rear ones that are messed up.
I had a similar situation, are u dropping the file directly in the scene or is it inside a prefab yet? Try placing the model in a prefab 1st and see if that corrects it, I think it did for me…
If it doesn’t work and you feel comfortable enough to upload the model ur using, I’ll take a look at it in 3rd and see if i can find the prob
I used the prefab, but, still the same thing happened. I am using the default models, but, with the body(along with interior and glass), deleted. And, I am using my own body I made.
ok, another solution may be to skin the whole model to a root bone in 3d max before import, it may force the tires to stay with the bone.
all together i dont feel like this should happen please post if you figure this out!
What? I am using the default car, with a changed body, lol.
Double post. I dont need helo anymore. I have a new script from another older tutorial(from 2009). It’s great, and works perfectly!