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Model facing wrong direction.

OleBoy

Charter Member 2015
I'm not sure what has caused this, though I have a hunch. My engine model is facing the wrong direction when loaded in the sim.

I have a feeling that I set-up my 3-views opposite of what they should have been. Or the numbers on the Aircraft.cfg are goofed up.
Is this a simple fix? I hope. :kilroy:


 
You could just 'Group' all the parts together then turn that group around against the background.
HTH
Keith
 
Avoid Grouping unless you have a really good reason, there are unpleasant pitfalls in FSX/P3D where Groups are concerned.


Check Paul's suggestion first.

If it's not that, are you looking at the front of the engine when Gmax is showing Front viewport? This may sound somewhat Reverse Polish, but that's the wrong way round for FS! You will be looking at the left of the engine in Left viewport, the top in Top viewport etc, but the front in Back viewport and the back in Front viewport if it's set up correctly.

If this is the problem you have two options:-

rotate the model 180 degrees before export
or

rotate everything - model, 3-views etc - 180 degrees and proceed from there.

I'd take the second option. First, go to the Display tab and Unfreeze All - this makes sure your 3-views will rotate along with the rest of the model. Also Unhide anything you may have hidden.


rotateall01.jpg




Next, select everything - Edit/Select All. Right-click on Rotate to bring up the type-in box and also (this is really important) select World reference coordinate system and Use Transform Coordinate Centre.


rotateall02.jpg





rotateall03.jpg



The Gizmo will now be centred on 0,0,0. Type 180 into the Z Offset field and bingo.


rotateall04.jpg





rotateall05.jpg




You can now re-freeze the 3-views and carry on as normal: the model will still be centred as it was, just the other way round.


_______________________

The apparently wonky viewport order is just One Of Those Oddities about modeling for FS in Gmax, I hardly even notice it these days. :isadizzy:
 
Before you rotate anything, lets be sure that is in fact your problem.

If in the RIGHT View Port, your aircraft is pointing Right, you are okay.
Or, in the TOP View Port, the aircraft nose is pointing UP, you are okay.

Otherwise, follow the nice instructions posted. :)

Also, if you have an Exterior node that everything is linked to, and you are exporting that way, ensure the Local coordinate for the Exterior node is Aligned with World.
 
As you can see by my problem, this reflects to frustrations I was having getting the calibration box, set-up correctly.
NOW, I understand why this has to be done in specific order. Right=Right facing, Top=Nose up.

Paul, Kieth, Tom, Milton, thanks for coming to my aide when in need of fixing something.
I noticed the 180* opposed rotation earlier on during my first in-sim test. I should have mentioned it then.

Tom, your instruction tut saved my bacon. Another lesson learned. :salute:

Thanks everyone
 
You are not the first to make this error Don nor will you be the last. I had the same issue the first time I exported an aircraft. I pulled it into the sim and it was flying backwards! :isadizzy::pop4:

I may also have done it on several of the static models I built over the years but at least with those you can turn them the right way with the object placing software prior to exporting the .bgl file.
 
You are not the first to make this error Don nor will you be the last. I had the same issue the first time I exported an aircraft. I pulled it into the sim and it was flying backwards! :isadizzy::pop4:

I may also have done it on several of the static models I built over the years but at least with those you can turn them the right way with the object placing software prior to exporting the .bgl file.

I knew I did not, well thought I did not do something incorrectly when setting up the calibration box. Milton mentioned right from the start that the sides had to be detached, and labelled in a specific manner. That's when I thought, that's backwards to the way I think it should be. So I detached them and labeled them the way it made sense to me that are relative to the real world. My doing that BIT me HARD. I was beginning to think that I may have really messed up. Actually I did. But having the option to rotate the object to the world "fixed" it.

In the real world I would be out a HUGE amount of time and materials because I built something totally opposite of the plans.

There are two positives gained from this happening.
1] My goof posted here is now set in stone as guidance for others who want to learn modeling.
2] Follow the tutorial and given instruction set!
 
Glad we got to the bottom of things Don, that and setting up 3-views almost did my head in first time around.

Keep going! :mixedsmi:
 
I have never understood why the authors of gMax and Max setup the view windows like they are. In every view the name of the view represents the side of the object you are viewing except for front and back which name the direction of view rather then the side of the the object being viewed.:confused:
 
afaik it's to do with Gmax/Max using one of first- or third-angle projection methods and FS using the opposite. Good planning on someone's part.
 
Glad we got to the bottom of things Don, that and setting up 3-views almost did my head in first time around.

Keep going! :mixedsmi:

I appreciate the encouragement more than you think. There's not much coming from the members upstairs. :pop4:
 
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