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Reset XForm!!!

I had this posted up on my Great Games Experiment page and just today decided to cull all of it, because of this Blog. Anyway, its still of value… so I thought better put it up here too.

Resetting your XForm… probably the one best pieces of advice I could give you for exporting things into Torque…. even DIFs.
What does resetting the XForm do?! Well courtesy of the Max Reference system, ‘Removes all Rotation and Scale values from selected objects and places those transforms in an XForm modifier.’
Now just as a note, once you have reset the XForm, I suggest, collapsing your modifier stack by simply converting to an edit mesh or edit poly…

So basically any mesh in your DTS export scene should have its XForm reset before exporting, especially the (in order of importance)

  • Collision Meshes – These little guys are actually critical if you have modified them since your last export. Any change on a collision mesh should trigger you to perform a XForm reset.
  • Bounds – These sometimes have the tendency not to be exported at the correct scale or position.
  • Meshes – These are probably of the least of importance, but larger scale changes make it worth resetting. Small vert changes are not that critical.

Well that’s basically it, reset that XForm… especially when models start getting oddly buggy…

Have a good one!!!

Related Posts:

  1. XRef and My Workflow
  2. Setup for a Complex Character in Torque – Part 1 of 2
  3. XRef Usage & DTS Export to Torque!!!

~ by Chris on February 14, 2008.

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