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SOLVED Pits Scale/car spawn problem making track in Blender

Massimo

Member
Hi Friends,

today I first tried using Blender 2.9 for my mod tracks (I used RTB before), but I quickly ran into problems. I did a test by preparing a basic track consisting of a landscape, a piece of straight road, the AC_PIT_0 to spawn the car and the AC_AB_START / FINISH_L / R, just to check that everything was ok. Well, it wasn't. Once the track is loaded the car doesn't spawn properly, it starts spinning around, falling into the void and stuff like that. Another strange thing I noticed is that the pit man next to the car is outrageously big (really huge), as is the red pit box around the car.
The procedure I used to create the Track is this:

In Blender 2.9 I imported the terrain using the OSM addon. I scaled the mesh of the necessary (OSM I think import the terrain with real scale, I reduced the dimensions using a scale factor of 0.1, and an AC car model as reference), added the road and the empties, applied the scale to all objects, spinned the spawn empty with the local Y axis up and Z forward, and exported to FBX with the settings indicated in this forum in the relevant discussion (I am attaching a screenshot anyway).

What am I doing wrong?

If someone want to check the .blend file, is attached
->https://drive.google.com/file/d/1_37kBboEwV7TAxwYqOhjF99o34UBemes/view?usp=sharing

P.S. There is no AC_START_0 empty in the file, so if you want to test it in game, you have to choose "start from pits" in Content Manager before start the PRACTICE session.

Thanks to all in advance guys.


Massimo
 

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Last edited:

JrC

Active Member
Man is big because your pit box export isnt 0.1 scale.
Your export settings are set to 1.0

Car is spinning because z axis isnt correctly aligned... likely your Y axis is up on the box...

Make sure there is no Y rotation on the spawn object.

I can post a pic later.
 
Last edited:

Massimo

Member
Man is big because your pit box export isnt 0.1 scale.
Your export settings are set to 1.0

Car is spinning because z axis isnt correctly aligned... likely your Y axis is up on the box...

Make sure there is no Y rotation on the spawn object.

I can post a pic later.
Hey man!


Thanks for your attention
So in the fbx export settings the scale to be applied is 0.1 even if before exporting I normalized the scale of all objects to 1?

For the spawn, I placed the cube with the local axis y up and the z forward but I did not apply the rotation otherwise it would have reset. Could you kindly explain me the correct procedure? I haven't used blender for long. Thanks in avance.

Massimo
 

JrC

Active Member
Think I got it backward.
Everything should be 0.01 scale and then exported at 1.0
Try that. I checked my file. Been awhile since I looked at that.


Spawn Box should be 0.01 scale in blender



In Picture below, Pretty sure even that amount of Y rotation messes it up. Make Y rotation 0 and try

 

Massimo

Member
Penso di averlo capito al contrario.
Tutto dovrebbe essere in scala 0,01 e quindi esportato a 1,0
Prova questo. Ho controllato il mio file. È passato un po' di tempo da quando l'ho guardato.


La casella di spawn dovrebbe avere una scala 0,01 nel frullatore



Nell'immagine sotto, sono abbastanza sicuro chehe quella quantità di rotazione Y lo incasini. Fai la rotazione Y 0 e prova

[/CITAZIONE]
M
Think I got it backward.
Everything should be 0.01 scale and then exported at 1.0
Try that. I checked my file. Been awhile since I looked at that.


Spawn Box should be 0.01 scale in blender



In Picture below, Pretty sure even that amount of Y rotation messes it up. Make Y rotation 0 and try

man, your amazing help worked for me, now the car is correctly spawn and the objects are correctly scaled. Thank you!

have a good day

Massimo
 
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