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Steven yeah

Difficulties obtaining Rotation values

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Hi all, really need some help for my project. Basically, i am trying to attach a boot to the calf of my human model, and both the boot and the model is created in max and exported to .x with the panda exporter. When exporting the boot, i reseted the orientation and shifted it's position to 0,0,0. For the game engine, i have to plop in the rotation and offset values of the boot to it's parent, so via max, i position the boot till it looks correct, and then link it to the calf and then obtained the Absolute:Parent rotation values of the boot. The max values i got was 8, 88, -161. The problem is that when i plop this value into the engine, it did not turn out as desired, and the boot got weirdly rotated. Could anyone give advice on either what should be the correct way to obtain the rotation value, or how to manuplate the numbers, or just share how do they get the correct rotation values for their own projects? thanks in advance

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Guest Anonymous Poster
Not too sure about this but it could have to do with the objects initial pivot points being different. If you select your object and at the top there is a pull down window next to the scale tool that is marked 'view' as defualt select 'local' and it will show you the objects true pivot point. If it is different than your body than realign it and that might fix your problem.

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