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Car Learning from web models.

Discussion in 'General Discussion' started by darkXside, Jun 16, 2016.

  1. darkXside

    darkXside

    Joined:
    Nov 2, 2015
    Posts:
    8
    ok some models are free to use for commercial. i got this model and im using realistic car controller. i wonder if this asset is wrong or just knowing that mostly all the models are pooly modeled on a bad pivot? unity needs really more upgrade on the physics about wheels like having a 3d editor for pivots on models(dont want to always fix this problem by doing objects all the time). anyways can anyone tell me how to fix this model without a 3dsoftware ? http://animium.com/2008/07/nissan-gtr-r35
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Is the problem the body of the car pivot point, or the wheels, or something else?
    Is the car all one object?
    Can you parent the objects you want to rotate/turn to empty game objects to fix the pivot issues?
    More info needed to help.
     
  3. darkXside

    darkXside

    Joined:
    Nov 2, 2015
    Posts:
    8
    i put the link of the model, you dont need to login to get it. also all parts are separated, wheels too, but all meshes is centered, they didnt do the pivot centered on the mesh directly. so all wheels appears at wrong positions and spins up and down like crazy. i tried to rotate but it doesnt do it, again i might not doing it right.. u got any tutorials on unity5 related on this problem ? i could use blender but i only have an onboard videocard which is pixel shader 2 , and blender asks for 2.1 webgl.
     
  4. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    Honestly, it looks like your problem is the pivot points(origin) of the separate objects. Have you actually tried to run Blender on your machine? I remember Blender needing OpenGL of a certain version, but I don't remember it specifying a certain pixel shader iteration in the requirements, and I might be wrong, but I think you are confusing the pixel shader version with the OpenGL version, as these are two separate things.

    In any case, I don't know if Unity can fix this problem. I'm pretty sure the easiest(and maybe the only) way to do this is in a piece of modelling software like Blender. If you truly can't get the current version working on your machine, you should be able to get an older version working at the least, and if all you are doing is changing the models' pivot points, that is easily done in much older versions of Blender.
     
  5. Rombie

    Rombie

    Joined:
    Feb 18, 2015
    Posts:
    282
    I'd be careful with those models from that site if you are working on a commercial game.

     
    Martin_H, theANMATOR2b and HemiMG like this.
  6. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    Actually, if it is commercial game they wouldn't easily be able to use a model of a Nissan even if they made it themselves without agreement from Nissan.
     
    Martin_H and HemiMG like this.
  7. darkXside

    darkXside

    Joined:
    Nov 2, 2015
    Posts:
    8
    yeah i installed it and try to set each pivots on the wheels but something wrong when i export, the tires isnt showing but all the rest of the wheels does. also when i save as obj it doesnt apply all separated meshes like the original file, if i export on fbx, in unity it says recalculating normals. but the car scale is wayy too small, i watched quick tutorials on blender but didnt find car tutorials for unity under blender..
     
  8. HemiMG

    HemiMG

    Joined:
    Jan 17, 2014
    Posts:
    911
    Not only that, but according to the usage page on the website, the models are licensed under the Creative Commons NonCommercial license.
     
    Martin_H, theANMATOR2b and Rombie like this.
  9. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,986
    You can 'modify' the pivots by just nesting in another transform. Alternatively, you could generate a new mesh in unity by reading the verts in and offsetting them by a certain amount, using another point as a reference, and saving the new mesh to the assetdatabase.

    But as others said, you can't release a game with that model. Not only is likely ripped from another game, but you can't use real cars without permission from the manufacturer. (Meaning, paying a very expensive license fee).
     
    Martin_H likes this.
  10. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182