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Delete History and freeze the transformation in 3d max

Discussion in 'Formats & External Tools' started by lakru, Sep 26, 2008.

  1. lakru

    lakru

    Joined:
    Feb 19, 2008
    Posts:
    116
    Hi, I have been having and still have problems getting my tree models into unitys terrain engine.

    I started a thread in the Unity Support forum and found out with help from aNTeNNa trEE that I need to delete the History from the mesh and freeze the transformations on it.

    My question is, how do I do that in 3d max? I have collapsed my modifiers.
     
  2. lakru

    lakru

    Joined:
    Feb 19, 2008
    Posts:
    116
    Ok, now I can get them into unity and when I drag them into the scene they work, but when I paint with them they are turned 90 degrees. What can cause this?
     
  3. holmeren

    holmeren

    Joined:
    Dec 12, 2006
    Posts:
    300
    they need to have a rotation in max that is 0,0,90
    ;)
     
  4. br0kenp0ly

    br0kenp0ly

    Joined:
    Jun 3, 2008
    Posts:
    481
    Just make sure the local y-axis of the tree is pointing upwards in 3ds max! You should also not place the local axis completely at the bottom of the tree, as it will look like the trees are hovering when they`re billboarded. I would add an extra metre of branch under the local axis, so you don`t get this "hovering" effect.
     
  5. SKSFennec

    SKSFennec

    Joined:
    May 20, 2010
    Posts:
    11
    Sorry to be a little late on this reply. If you're a Max user I suggest you parent your tree FBX into a GameObject then use the prefab you make from that GameObject to paint on to your terrain.