RestingVermin Posted July 20, 2016 Report Share Posted July 20, 2016 So I recently completed my KME engine model made from scratch and when I assign the model to a prototype in the editor then it only shows a little bit of the roof because it is in the ground. I believe it has to do something with zmodeler? Thank you for your help. Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted July 20, 2016 Report Share Posted July 20, 2016 it has to do with the pivot location, when you create a model and merge the parts together or set the axis for it, it will "center" to the object which means it'll be somewhere in the middle of the vehicle. You need that axis location to be beneath the vehicle roughly where the wheel ride height sits at on it. When you "mouseover" a solid obj you will see the "crosshair" for the pivot of it (basically looks like an L shape with arrows pointing up and right). If it's in the body it'll float in the ground, it should be below the body on about the centerline of the vehicle as that controls it's height off the ground along with how it "rotates" when it moves. Too far forward or backwards means it'll turn funny. To fix it you have to move the solid obj model so that the "crosshair" is on the centerline of where the pivot should be (corrected for ride-height and centerline of vehicle). Then in vertice mode move the bodywork up and back to it's original position so that the pivot is below and centered of the vehicle. See example below: Top=bad and would be sunken into the ground. Bottom=fixed version which will show in the game properly. Quote Link to comment Share on other sites More sharing options...
RestingVermin Posted July 20, 2016 Author Report Share Posted July 20, 2016 18 minutes ago, MikeyPI said: it has to do with the pivot location, when you create a model and merge the parts together or set the axis for it, it will "center" to the object which means it'll be somewhere in the middle of the vehicle. You need that axis location to be beneath the vehicle roughly where the wheel ride height sits at on it. When you "mouseover" a solid obj you will see the "crosshair" for the pivot of it (basically looks like an L shape with arrows pointing up and right). If it's in the body it'll float in the ground, it should be below the body on about the centerline of the vehicle as that controls it's height off the ground along with how it "rotates" when it moves. Too far forward or backwards means it'll turn funny. To fix it you have to move the solid obj model so that the "crosshair" is on the centerline of where the pivot should be (corrected for ride-height and centerline of vehicle). Then in vertice mode move the bodywork up and back to it's original position so that the pivot is below and centered of the vehicle. See example below: Top=bad and would be sunken into the ground. Bottom=fixed version which will show in the game properly. Thank you very very much! Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted July 20, 2016 Report Share Posted July 20, 2016 Remember to do the same with all parts (wheels, doors, etc). The doors you want the pivot on the "hinge" joint so the thing knows where to rotate around; on wheels it goes dead center of the wheel. Quote Link to comment Share on other sites More sharing options...
thibaut91 Posted August 18, 2016 Report Share Posted August 18, 2016 I have the same issue with 2 models. I tried to do like you said : moving the model to put it in the right height in Zmodeler but when I export it, It's not saved and the model stay on the wrong height .. Can you help me? Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted August 18, 2016 Report Share Posted August 18, 2016 You have to take the model and move it as an object so that the "pivot" is where it should be (the arrow thing should be on the + of the axis views where the lines are their most solid). Once you move that into position the bodies of the vehicle will be incorrectly placed as a result of moving them, you must go into vertice editing mode and select all the vertices of the body, re-adjusting them so that they are above the most solid horizontal line roughly where the ride-height is intended to be. Once that is done and the vehicle has it's proper ride-height set you then would need to export the file(s) from zmod2. Ensure that if you use the single object export method you name the exported object EXACTLY as it is named in the inspector (obj list). Also make sure you're not trying to write in program files but instead somewhere else like your desktop since most new OS' have protections on the program files folder it won't save changes unless ran as an admin. Quote Link to comment Share on other sites More sharing options...
thibaut91 Posted September 1, 2016 Report Share Posted September 1, 2016 On 18/08/2016 at 4:40 PM, MikeyPI said: You have to take the model and move it as an object so that the "pivot" is where it should be (the arrow thing should be on the + of the axis views where the lines are their most solid). Once you move that into position the bodies of the vehicle will be incorrectly placed as a result of moving them, you must go into vertice editing mode and select all the vertices of the body, re-adjusting them so that they are above the most solid horizontal line roughly where the ride-height is intended to be. Once that is done and the vehicle has it's proper ride-height set you then would need to export the file(s) from zmod2. Ensure that if you use the single object export method you name the exported object EXACTLY as it is named in the inspector (obj list). Also make sure you're not trying to write in program files but instead somewhere else like your desktop since most new OS' have protections on the program files folder it won't save changes unless ran as an admin. Thanks for your help ! It worked, you just saved me ahah Sorry for the late answer, I was in vacancies :/ Quote Link to comment Share on other sites More sharing options...