Alright, my texture size for the test is 2048x2048... here are a couple screenshots of the model...
As viewed in 3ds max (outer cover doesn't show as translucent, but you should get the idea...)
As viewed in VP
In operation, the wheel should rotate counter clockwise with the cover being the front.
The one on the left is the way it appears by default (rotated slightly for effect). The entire model is mirrored over the x axis as well as the texture. On the stickers, the woman should be on the right hand side (harder to see because of the view angle), but she ends up on the left, as well as the wheel being oriented incorrectly. The one on the right has the size for x changed to -1 (negative 1). The wheel is now oriented correctly so that when it spins counter clockwise the ball will move from the right, over the top, and out the left. When I do this though, the texture is messed up.
Here is a zip with all the files I think you might need... I have the table file as seen in the image, the obj file, the image texture, as well as my 3ds .max file with the model and .uvw (just in case)
Wheel Model.zip 3.66MB
13 downloads
Edit: If I need to go and adjust it accordingly, I will, but I was just curious if I was doing something wrong or if there might be a possible bug with importing ![]()
Edit 2: I did some more playing around and had another question...
It seems any changes I make when rotating the primitive are only applied relative to the table, but was wondering if there is a way (or might be in the future
) to rotate on an axis relative to the object itself. For example, when I import my wheel, I can rotate it by adjusting the X axis, and it will spin round and round like it should... but I can only view it from head on. If I try to rotate it on the Z axis to get more of a profile view (as seen in the screenshot above), it throws everything out of whack and then it is more like a wobbly wheel (still rotating on the x axis of the table, not the object). What would be desirable is to have the X, Y, and Z axes be relative to the object, so I could rotate the wheel on the z axis to get a profile view and then animate it on the X or Y axis to get the wheel spinning without mucking everything up.
Here is a table to illustrate my point, with 2 wheels, one rotated by 45 degrees on z axis to get a profile view... Left Flipper key will start the animation, Right Flipper will reset it.
Wheel Rotation Test.zip 1.82MB
11 downloads
Edited by koadic, 27 October 2013 - 04:06 PM.




Contributor
Top















.png)














are all trademarks of VPFORUMS.