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Changing the origin/reference point of imported models

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australia
I have a sketchup model that I exported to DAE and imported into sketchup. The 'origin' or reference point in MCX does not reflect the one set in Sketchup. is it possible to set the origin point and orientation in MCX prior to export?

cheers

Braedon
 
Hi,

You can move the entire object with the move tool.
 
Hi Braedon:

If you first "Geo-locate" the central base of the 3D model, then Export that 3D Model as a "Google Earth" KMZ format (a Collada *.DAE packaged with additional info inside a ZIP) from Sketchup, when imported to MCX, does MCX retain:

* 3D object position relative to the Sketchup Cartesian 0,0,0 coordinate 3D world "Origin of Axes" (aka "Datum" in FS SDK terminology)

...and:

* 3D object orientation (aka "Heading" in FS SDK terminology) of the Faces / sides relative to the Sketchup "Origin of Axes"

...identical to how that object is configured inside Sketchup ? :scratchch

GaryGB
 
Last edited:
MCX has an auto centering function. If your wheels are on the datum (ground), then you should uncheck the z axis.
 
Hi Braedon:

Assuming of course that you are describing a scenery object, as an alternative to having used the "Geo-location" feature, you can also utilize a plugin Ruby script to align the center of the base of the object to the Sketchup Cartesian 0,0,0 coordinate 3D world "Origin of Axes".

Note that Dick Ludowise (aka "Rhumbaflappy") has generously provided a plugin Ruby script "Center_Group_Bottom", to center models "on-ground" in Sketchup's 3D world. :wizard:

AFAIK, normally when we import or create a 3D model from scratch in Sketchup, by default, it is placed in a "quadrant" OFF of- but with 1 'corner' aligned onto- the "Origin of Axes" in Sketchup's 3D world.


If we use Dick's "Center_Group_Bottom" plugin for Sketchup, we will automatically move a model's "Reference Point" (the term used for the central datum of a 3D model in FS) to the precise "Origin of Axes" for the Sketchup 3D world... while still maintaining the base level of the model on the "ground" plane of the Sketchup 3D world.

Note, however, that Dick's "Center_Group_Bottom" plugin does NOT "Move-To-Origin-And-Center" both above and below ground... it instead simply keeps models on the ground.

BTW
: That is probably a preferred workflow, as once the model is imported and converted by ModelConverterX for use in FS, we would then simply adjust the Altitude relative to the local "ground" (using the default "AltitudeIsAGL-TRUE" parameter setting) when placing the scenery object via BGLComp XML, or without specifying elevation AMSL when placing that scenery object via Autogen XML code.


Rhumbaflappy's "Center_Group_Bottom" plugin is discussed in these threads
:

http://www.fsdeveloper.com/forum/threads/centering-objects.71321/

http://www.fsdeveloper.com/forum/threads/sketchup-models-and-their-altitude-point.353776/


Hope this helps a bit more. :)

GaryGB
 
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The model is geo-located OK, the axes of the model have been moved around a little in sketchup to suit what I was doing at the time in sketchup. Then exported as DAE, then imported into MCX. MCX seems to have (in the absence of other info?) picked the geometric centre of the scene and used that. Unfortunately that is in the middle of a steep slope, while all the buildings are on the flat terrain in front of that slope. Thus at 0m AGL, the buildings are 10m in the air... :scratchch

I moved the origin in MCX using the transform control buton to be near the corner of the building near the edge of the wharf before exporting and it is now easier to place at the appropriate altitude.

It would be nice to be able to split up a scene in MCX so that you can individually export the elements (individual buildings) to individual MDL files all use the same materials. This is so that materials can be sure to share exactly the same properties where multiple buildings share the same texture sheet (in FSX), and not create a separate instance of each sheet in memory for the different models. ie as a way of ensuring that all the texture sheet properties are identical and not subtly different in some way by proccessing them separately.

Cheers

Braedon
 
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Hi Braedon:

As you may already know, that is how many FS default 3D scenery library objects and Generic Buildings are mapped ...with "common" or "shared" texture sheets / atlases.

IMHO, it would be very helpful to use MCX for consolidating 'textures' with identical Material Properties (ex: Texels per linear unit of 'surface' measure etc.) mapped to multiple 3D objects in "scenes" within a single imported 3D file ...into "common" or "shared" texture sheets / atlases. :)


Perhaps Arno might implement this as a feature enhancement to MCX via ex: the "Optimize" dialog ? :scratchch

GaryGB
 
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Generally speaking...

Collecton of buildings.jpg


Import a scene of many buildings that share a collection of textures, not necessarilly placed at any locaton geographically or in relation to each other.
Optimize the textures and export them.
Select each building and export to MDL format of choice. Or have a function that that selects each isolated or disconnected structure, and in-turn moves the reference point to a corner of it, and exports each to a file with a generic name that you can change yourself later.

Basically, deconstruct models that you construct and optimise using the scene builder wizard so that all the models, which might be geographically dispersed and with different altitudes of terrain under them, can be sure to have identical material specs.

cheers

Braedon
 
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