GMAX Origins (3DS Max) Created 19 years ago2005-03-23 20:44:25 UTC by Luke Luke

Created 19 years ago2005-03-23 20:44:25 UTC by Luke Luke

Posted 19 years ago2005-03-23 20:44:25 UTC Post #98741
How do i change origins for moving objects in Gmax (basically 3DS)?

I have a wheel, that doesnt spin in the middle. It spins on some weirdly defined origin relative to the wheel.

How do i change it?
Luke LukeLuke
Posted 19 years ago2005-03-23 20:47:06 UTC Post #98742
Probably defined in the QC.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 20:51:51 UTC Post #98745
QC?

I am new to this kind of stuff :
Luke LukeLuke
Posted 19 years ago2005-03-23 20:58:19 UTC Post #98749
Check the HL2World Wiki under the Modelling secktioon :<
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:02:40 UTC Post #98750
Nothing :<
Luke LukeLuke
Posted 19 years ago2005-03-23 21:08:59 UTC Post #98751
There's something there on QC's, I know it!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-23 21:52:27 UTC Post #98757
Nothing :<

Just tell me what QC is...
Luke LukeLuke
Posted 19 years ago2005-03-23 21:59:04 UTC Post #98759
Hey... Max... Is too complicated explain... But you can google for one forum about 3Ds Max (gmax is a little mod of max, a simplest MAX) and take a look or make some questions... ;)

E=mc?
Albert Einstein
Posted 19 years ago2005-03-23 22:02:06 UTC Post #98760
Questions About MAX or GMAX... No about "Half-Life modeling"... :zonked:

sorry about double post... I need a "edit" button... :P
Posted 19 years ago2005-03-23 23:23:36 UTC Post #98772
I know what Gmax is and how it really is a simple form of 3Ds, hence the thread title.

I tryed google, and nothing... :
Luke LukeLuke
Posted 19 years ago2005-03-24 13:04:27 UTC Post #98839
...
Sorry...
...
Posted 19 years ago2005-03-25 05:35:39 UTC Post #98963
Dude, yes:

http://www.hl2world.com/wiki/index.php/Model_Compiling

You shouldn't need to define origins, though, and if so it's probably defined by the bone system from further research.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-25 05:37:25 UTC Post #98964
You define the origin by creating joints. by lining up those joints and defining them into frames you make animations.
Posted 19 years ago2005-03-25 12:32:35 UTC Post #99013
Rabid, whats the link for? Im modelling for HL1.

Ill try what pepper said. Thanks.
Luke LukeLuke
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