![]() ![]() Everything is normal in ksEditor, save it as KN5 file. I then tried 'FBX Unit Scale', exported to FBX and open the file in ksEditor. The first option, 'All Local', is causing the scaling problem as mentioned above. In this box there are four scaling options: 'All Local' (default), 'FBX Unit Scale', 'FBX Custom Scale', and 'FBX All'. blend file already scaled to 1:1:1, and I'm using 'meter' as the system unit.Īnyway, I then realized that Blender 2.8 FBX export dialog have new option called 'Apply Scaling'. all the spawn and timing empties/dummies are having 100 scale points in ksEditor (and in-game the car is literally up high in the sky -no broken wheels though- and then falling into the ground endlessly), but strangely enough, all other meshes are all at normal 1 (one) scale point! FYI all objects in my. Using the info on the first page (about FBX export setting) resulting way off scale objects (they're HUGE!), i.e. I think this is a good place to share what I've found so far. However, there's a scaling issue related to Blender 2.8 FBX export tool. So far so good, in regards to track modelling and spawn/timing objects creation. Usually I use 3DSMax, but now I'm using Blender 2.8. First, thank you for this fantastic tutorial! This has been a great help for me in making my first ever track for AC!Ī bit about me: I used to make mod for ISI's F1 Challenge and rFactor 1, and now I'm trying to make tracks for AC. ![]()
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