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Rotate cars

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qubodup
2017-05-18
2017-05-18
  • qubodup

    qubodup - 2017-05-18

    Hello,

    I use Trigger Rally to show how to mod games and one of the activities is importing an .obj files into Blender, modifying it and exporting it again.

    Blender by default imports the .obj car files with the nose heading up:
    http://i.imgur.com/UmZnWOU.png

    Rotating it is no problem:
    http://i.imgur.com/W2uJoIj.png

    When exporting using default settings, the car will be facing down with its nose:
    http://i.imgur.com/P2HIenZ.jpg

    I know I can fix this by setting "Forward" to "Y Forward" during import and export (by default it is -Z Forward).

    Is it possible to rotate the cars inside Trigger Rally (without changing source, just by modifying .vehicle files)?

    I played around with the orientation attribute value (numbers like 1, -1, 90, 180, 270, -90) on various positions to no avail.

    <part
        name="body"
        pos="0.0, 0.2, 0.1"
        orientation="1.0, 0.0, 0.0, 0.0"
        model="cordo_kitcar.obj"
        scale="0.01">
    
     
  • Onsemeliot

    Onsemeliot - 2017-05-18

    Hi Iwan,

    nice to see you around again.

    Sorry that I use your question for asking you my own: I have tried importing new .obj files into Trigger Rally many times now. And so far I have always failed. I can edit meshes in Blender, but so far I was not even capable to import something as simple as a qube (faces split into triangles). I tried to follow the guide from the readme file and did my best to use the discussed export options but there seems to be an essential detail missing.

    Could you create a more detailed guide? I do either get a crash or an invisible vehicle if I attempt to import an altered or newly created .obj file. Maybe there is something obvious all people usually working with Blender do know and don't think about sharing in a guide ...

    Or could you point me to something already existing showing what I have to do?

     
  • Andrei

    Andrei - 2017-05-18

    There is a coding mistake in vehicle.cpp in that the vehicle's orientation is set with "ori" instead of "orientation", however I have not tested the effects just yet.

    So try this instead:

    <part
        name="body"
        pos="0.0, 0.2, 0.1"
        ori="1.0, 0.0, 0.0, 0.0"
        model="cordo_kitcar.obj"
        scale="0.01">
    

    EDIT: furthermore, the above-mentioned mistake seems even worse at a second look: it should test equality with 4 instead of 3 (so a code correction may be needed anyway).

     

    Last edit: Andrei 2017-05-18
  • Onsemeliot

    Onsemeliot - 2017-05-19

    Great, I didn't find any issues with your fix (r858), Andrei.

     

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