Rotation Issue

No matter how I rotate the sculpt in blender, the in world rotation remains the same.
I need to be able to determine what the 0,0,0, rotation is in world.
Is there a way to do this?

Manny's picture

Rotation possible answer

Hi there, well it was talked here to keep the same rotation in-world you need to use the Primstar's built-in exporter. Smile

I tried that

Yes, doing that rotates the object to look the correct way in SL, however I need to be able to control what orientation is at in world rotation of 0,0,0

For instance a tire. when facing north and standing up straight the rotation of the prim needs to be at 0,0,0 for many scripts to rotate it corectly.

If I rotate it the way I want it in blender, then use the exporter it looks right in world, but the rotations are not 0,0,0

Sad

Manny's picture

not sure, but it might be

not sure, but it might be related to the object's origin point location in your model in Blender, you can choose where to place the object's origin point. Glasses

I have a answer!!!!!

Here is how to do it!
Rotate the object so the the front view is how you want it to appear is SL when rotation is set at 0,0,0

In obect mode, select the object and hit CTRL A - 1
(Apply scale/rotation to ObData)

Now bake the sculpt mesh and smile. all is well.

Thanks though!

Manny's picture

Oh yeah... You're right, I

Oh yeah... You're right, I thought you meant another behaviour which is produced depending on the object's origin point location. By the way for those interested on what Robster means it's explained in this video-tutorial: Keira Well Multi-Part Export - Part 1 Smile

Domino Marama's picture

Apply scale & rotation

The way to think of this is that object mode rotations are the same as rotating the prim in Second Life. So if you want to change the direction of the mesh and not just it's rotation, you need to do it in edit mode. Applying scale and rotation transfers the settings from object mode into edit mode.

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