Problems with Pivot Point

Discussion in 'Car Modding' started by Senna94, Jan 16, 2012.

  1. Senna94

    Senna94 Registered

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    Hello

    I have this Problem.
    First i convert the tyres:
    View attachment 635

    And then i convert the rims:
    View attachment 637

    But now you see i have the Problem that the Tyres are "in the middle"
    I change the Pivot Points from the Tyres but it doenst work. What do i wrong?

    I have change the pivot point so:
    I go to Hierarchy -> I click "Affect Pivot only" -> then i click to "Center to Object" and export the file to rF2.


    Thanks for Help and good night.
    Julian
     
  2. Ft5fTL

    Ft5fTL Registered

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    I have the same problem. Any help will be appreciated.
     
  3. Senna94

    Senna94 Registered

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    I think i found the problem. You must export the tyres with the Deform (only) Option under Instance. Now my tyres are right.
     
  4. Ft5fTL

    Ft5fTL Registered

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    Somehow i manage tyres but now i have a steering wheel problem. I make the same things "Hierarchy-Affect Pivot only-Center object". It just won't work. And nothing changes with the Instance options.
     
  5. Senna94

    Senna94 Registered

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    I have this options at Instance:

    - Hat
    - Collide
    - Move

    and this work on my wheel.
     
  6. gagipro

    gagipro Registered

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    For me I tried everything and it never works.

    I have to uncheck move for the wheels !! Overwise they are in the middle of the car. I've tried move checked/unckecked, deform option too.

    Even if they seem in the right place, their rotating pivot seems uncentered : I'm totally lost on that one.

    I tried to center wheel's/tire's pivot point, changing chassis's/body's pivot to center of chassis/body, center minimum too !!!

    If someone has got a 3DSMAX tip or trick and wanna share?

    Thanks in advance guys !!!!
     
    Last edited by a moderator: Mar 13, 2014
  7. Coutie

    Coutie Moderator Staff Member

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    Wheels, rims, brake disk, brake caliper need to have the same pivot(for each corner). I don't think selecting centre to object will work, seeing as they may all be slightly off. Select move, then affect pivot only. Click what you want to zero is to. I chose the rim. Click centre to object in the pivot menu. Look at the bottom of the screen where it shows the X,Y,Z, co-ordinates. Copy them. Then, while you have affect pivot only selected on the other objects, paste the values in at the bottom. Now they all have the same pivot. That's the way I do it, and everything works fine for me.

    You need to have move and deform selected when you export, or it won't work.
     
  8. gagipro

    gagipro Registered

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    Sounds great, I'll try this evening after the apero.

    Thanks dude!
     
  9. gagipro

    gagipro Registered

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    I tried but had to deactivate move when exporting. As soon as I activate move it doesn't work for me... I must miss something!
     
  10. Coutie

    Coutie Moderator Staff Member

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    What doesn't work? The exporting? Or it doesn't work in game?
     
  11. gagipro

    gagipro Registered

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    Doesn't work in game, the wheels are centered under the car if move is checked. Had to uncheck to make it work in game!
    I don't understand :(
     
  12. Coutie

    Coutie Moderator Staff Member

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    Did you set everything up right in your gen file?
     
  13. gagipro

    gagipro Registered

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    Will recheck from the pdf ...
     
  14. gagipro

    gagipro Registered

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    Well ok now it seems to work after rechecking all the settings in the pdf!
    Thanks Coutie, your pivot tip did the trick ;)
     
  15. Coutie

    Coutie Moderator Staff Member

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    No problem.
     
  16. gagipro

    gagipro Registered

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    Now I have to find the right shaders settings for each part, but that's another story :)
     

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