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Collision Model and 3D Model not aligned; the visible model is out of its bounds.
Topic Started: Jul 6 2010, 07:55:44 AM (555 Views)
RaptorGTWing
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Pure Dumb Ass

Everytime i export a dff and col out of 3dsmax 2010 i get this weird problem. The 3D model and collision model are not aligned properly. How do i solve this? please see the image below, I can do better models than just a cube, but let me use something simple to reproduce the common problem i always get. Thanks if anyone can help.

Details:

-In MEd, you can see that the model and the col model isnt aligned.
-In game, part of it gives you invisible walls / ground while the other gives you non-solid model.

Screenie:

Posted Image
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Kotton
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★SoCal CrackHead★

your model's axis is out of place, both COL and model should share the same exact axis point.. and if it's not out of place, then resetX
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RaptorGTWing
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thanks kot. But yes, i did, infact the col is a direct copy of the original model, only with col material instead of gta material. and i did resetX form as well. But still the same :(
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cj360
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can't read

You may have to also reset the axis under the pivot tab make sure affect pivot only is checked and hit center to object and if the col is too high poly kams col script could be screwing it too.
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RaptorGTWing
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thanks cj360, erm how do i do that? By the way, a cube only has 6 faces :D kidding :p
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Kotton
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★SoCal CrackHead★

agreed, if you center the axis before you resetX, you won't get the true center, always do it after (hierarchy tab, 3rd tab in on the CP).. but regardless, one or the other is off, if they weren't, they would line up correctly in MeD
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RaptorGTWing
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thanks guys! i will do as adviced and see how it comes out. :) another work day 2moro :( gotta go to bed, nite everyone :p
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Threepwood
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CLEOticCHAOtic

Good advise: reimport both, the COL and the model, discard the model after, all you need to do is to align the COL to the model. With 95% chance you will see its your model which has a different center pivot, just align the COL and PIVOT to the imported model place&pivot and export it after deleting the imported model.
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RaptorGTWing
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Some updates guys, I noticed that there are two pivots under the hierarchy tab. One is the normal pivot and the other is the working pivot. My col model exports according to the working pivot while my dff exports according to the normal one, that is what causes them to be unaligned in MEd. So i was wondering guys, is there a way to alight the normal pivot to the Working Pivot or vice versa? This is a strange problem as i have always been resetting the X-form of my models, plus i never got this problem when i was making the U.S.S. Intrepid back last year. :/ but thanks guys. :)
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Kotton
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★SoCal CrackHead★

:huh: wth are you talkn about bro? ..unless you have a modifier such as bend applied, there's only one axis per part - have you updated your Max to SP1 and the latest hotfix? ..cuz that's the only thing I can think of, is that it's a Max error
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VladyF
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the working pivot is at 0 on XYZ by default
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Kotton
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★SoCal CrackHead★

again, what are you talking about, there's only 1 axis per part, there are no others
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VladyF
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Here it is
Posted Image
Idk what he does , never used it for something; I just know it' there and if you don't move it , it's only at 0XYZ
:hehe:
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Kotton
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★SoCal CrackHead★

oh I see whatcha mean.. that's what the app uses to gauge where the part is in 3d space, that's why it's always @0xyz - but it should never be modified as there's no practical use for it, and in all circumstances should be ignored ..and therefore, in all cases, the part only has one axis

@Raptor- if you want your part @0x, 0y, 0z, with the part chosen, right click on the move modifier and enter 0 0 0
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RaptorGTWing
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Pure Dumb Ass

Thanks VladyF and Kotton :) yea, that's what i meant. The col exports with the working pivot (0,0,0 coordinate one) while the model itself exports with its own pivot. That is what's causing the conflict. lol. So can i move the pivot based on the method u said too?
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