Pivot point on spindle.

Discussion in 'Car Modding' started by Navigator, Jul 11, 2018.

  1. Bernd

    Bernd Registered

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    @Navigator Normally only the drivers helmet and the steering wheel need to have a pivot other than 0,0,0, to rotate properly in the game.
    The problem is, that you can change the pivot easily but unwanted, when you edit meshes in 3dsimed.
    And if that happens, especially with parts that are in the wheel and spindle instance, things get weird quickly.
    Then it also makes a difference how you import things in 3dsimed.
    You can simply import them as a single mesh or import them as objects or import them by loading the veh file.
    And things have to be handled always a bit different, depending on the way how they get imported.

    Just an example.
    When you import a single mesh that has a defined pivot of let's say 0.7,-1.4,0.035 and only import and export it, without changing something, the pivot stays the same.
    If you import the same mesh as an object and export it again, without to change something, the pivot gets set to 0,0,0 by 3dsimed.

    So you always have to take care for the pivots.

    I would recommend to import all meshes, except of the steering wheel and helmet as objects (menu: file --> import as objects), do nothing and export them again.
    That should set the pivots of all these meshes to 0,0,0 and with that you have a good basis to start from.

    I know it can be very frustrating when things don't work as expected, but when you get more familiar with the needs of rfactor meshes and the use of the 3dsimed, things will get easier. :)
     

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