• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

How to reset the pivots? Have problems with exporting.

3 posts in this topic

You can see in this image that y is pointing up and x is right and z is pointing in.

But the world is

x: in

y: left

z: up


Upon exporting to a left-handed coordinate system, the character is actually "lying" on the floor which it is supposed to be standing up instead. How can I reset the pivots or gizmos?




Share this post

Link to post
Share on other sites

Depends on several things: what exporter you're using (if it's half-well-done it should do axis conversions for you), how your game engine arranges the axes etc.


Don't use orthogonal views to analyse axes. In 3DS Max they do change the axes arrangement (i.e like you realized yourself, in Perspective view Z points up, in side\front views it's Y that points up).

It's so this orthogonal view works like a cartesian system: Y points up, X points sideways and Z points deep.


Anyway, you want to reset pivots or gizmos. You do that in the Hierarchy Panel:



Head for that Hierarchy Panel, click the toggle button "Affect Pivot Only" and now you can transform your object's pivot in any way you want (using the Move, Scale and Rotate tools). In your case, you will rotate\mirror it around so you get the axis alignment you want for your character. I suggest you turn on the Angle Snap toggle button so your rotations are nice rounded values (it's the magnet with the angle symbol button). 


When you have all this procedure figured out fine, come back here and we can script a tool that automates this process: so you can select a mesh, use the tool and have its pivot be arranged in the necessary ways automatically (making your own custom tools for things like this gives you plenty more speed when working).


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0