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phloptik

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  1. Hello: This problem was solved and now it's back, when I bring in an object for texture painting and then export the object(because also UV'ing) then the main centerpoint(anchorpoint) of the object is reset upon using the Export Objects and Textures using the unity standard filter. Let me know if this is solved in a future beta version. I'm using ver 4.7.23(DX64)
  2. This doesn't help me - Here are the steps I'm taking - Import model for pixel paining, tweak the UV, then start painting with smart materials, then export objects and textures - So I'm not transforming the object at all, and the centerpoint resets to worldspace 0,0,0 - I tried Maya and cinema 4d for exporting to fbx, and I get the same end result out of 3Dcoat - Let me know if there is a checkbox to retain the anchor point upon export out of 3Dcoat - I've attached the cube that was exported out of maya that I used to import into 3dcoat, and then the cube that was exported out of the paint room with the unity preset, the anchor point has been shifted to 0,0,0 . Bring both of these meshes your 3d package and you'll see what I'm talking about - thanks cube.fbx cube_out.fbx
  3. let me know if anything works for you, spent too much time on this, I'll just re-import back into my 3d package and re-center for now -
  4. Alright - I downloaded version 4.11 and same result - I've tried obj instead of FBX - the centerpoint is always reset at 0,0,0 - Download the files, the first one is from Cinema4d, copyicontext, the centerpoint is in the middle, the second is output from 3dcoat, copyicontestOUT, the centerpoint is reset at 0,0,0 world - CopyIconTest.fbx CopyIconTestOUT.fbx
  5. See the anchor point is at 0,0,0 when it should be centered on the object - try selecting the object and send another screen shot, it looks like your having the same problem
  6. I'm also using the Unity Standard preset - I've tried checking "use source position" as well - I just tried exporting using .obj and getting the same results. The anchor(not the object) is placed in world space 0,0,0, upon export - Let me know if there is an extra step I need to go through to retain the objects initial anchor point position
  7. Hey I have an object that I pixel painted where upon export the anchor point moves to 0,0,0. I've looked at all of the export settings and import settings and can't seem to fix this. I know when I import the object that the center point is fine, it looks like it's upon exporting the mesh from the "Export Objects and Textures" option. This is sort of an annoying problem because I have to go back to my 3d package and recenter the anchor and then re-export. Let me know if there's an easy fix - I'm exporting to FBX by the way, I wonder if it's an FBX issue?
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