static shape bounding box huge, why?
by Ben Swanson · in Torque Game Engine · 11/17/2002 (12:22 pm) · 7 replies
I modeled a static shape (a tree to be specific) in max 5 and exported it with max to dts. The shape looks fine in Torque, but it's bounding box is friging huge (about ten times the size of the tree). In Max the bounds box is just a tiny bit bigger than the tree (just big enough to encompass the model fully). Is there some way to fix this? Thanks. :)
#2
11/17/2002 (1:03 pm)
No, not doing anything weird to it, just loading it up. I will post a screen in a moment.
#3
11/17/2002 (1:14 pm)
Here is a screenshot. Hmmm I'm wondering if it's a problem with the fact that I'm using Max 5 as opposed to Max 4?
#4
11/17/2002 (1:54 pm)
I noticed 3DS Max 5 has some issues with exporting the bounding box. It works fine for the most part but really doesn't like you moving it off-center or scaling it at any point. Try deleting your bounding box in max and creating a new one specifically to fit your static. The way I tend to do it is just create a box of size (1,1,1), then set the absolute position to (0,0,0), then convert it to an editable mesh, go to vertex sub-object mode and move the vertices to where you want them... There's probably a better way to do it but I'm a programmer not an artist so I go for what works and not what's pretty. =)
#5
11/17/2002 (2:40 pm)
Ahhh thats great! Thanks a lot, all fixed now :)
#6
11/17/2002 (4:10 pm)
if you scale a bounds box without first going into a subobject mode (such as vertex) when it exports, it doesn't use the new scaled size...you either need to create a new one that fits, or change its size in a subobject mode.
#7
11/17/2002 (6:19 pm)
Stay away from the scale key. Using scale on objects in real time engines is a big no-no. Make sure the scale of all objects is reset before exporting.
Torque 3D Owner Eric Forhan
--Eric