I am really confused with axes in nodeSnap

Status
Not open for further replies.

Mark

Active member
Joined
Mar 13, 2018
Messages
321
node id, x, y, z

axes-png.11354


and these are the axes on the honda, I checked them by editing values manually and seeing where a node would move.

from truckfile:
91, -1.351, 0.30, -0.60 (x, y, z)

in nodeSnap:
91, -0.6 ,-1.35, 0.3 (z, x, y)

but it still calls them x, y, z and that really hurts my brain when I look at my picture above ↑ and try to do anything in nodeSnap.

Why is this, and what am I missing here?
Why would this be inconsistent with RoR, when it's made for RoR?
 

Blue_Pads

Member
Moderator
Invited
Joined
Jan 12, 2018
Messages
34
Location
Along the east coast.
node id, x, y, z

axes-png.11354


and these are the axes on the honda, I checked them by editing values manually and seeing where a node would move.

from truckfile:
91, -1.351, 0.30, -0.60 (x, y, z)

in nodeSnap:
91, -0.6 ,-1.35, 0.3 (z, x, y)

but it still calls them x, y, z and that really hurts my brain when I look at my picture above ↑ and try to do anything in nodeSnap.

Why is this, and what am I missing here?
Why would this be inconsistent with RoR, when it's made for RoR?
...cause vehicles can be exported in any orientation and the defined camera will show the vehicle be pointed forward.
Most of gabester's work have always been exported in the way. And few mods are still and were exported in this sense.

Tldr.
Tool works, games not broken, exported on purpose to make people think.
 
Status
Not open for further replies.
Top