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FSX Conversion From Collada: Bounding Box Twisted

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germany
Hi all,

I don't know if it's due to a bug of if I missed something: On some of the models, which I converted from kmz-files, the bounding box (as well as the crashboxes and the footprint in placement-mode) is twisted from the model itself (see pic). As a result, I place the model correctly with the map but in FSX it shows up with a different heading.

I can solve the problem by rotating the object in InstantScenery, but
  • in case it's a bug I guess it's worth reporting
  • in case I missed out of sth, maybe one of you can help me correct this in MCX?
MCX_Bug_Boxes.jpg

The funny thing is: It's not every of the models, only some... all coming from kmz-file sources.

Thank you for any hints,
Mick
 
Mick, the situation is that the axis orientation is somewhat arbitrary. No individual letter has yet taken the vertical axis as it's own, so the decision is left to the artist. His horizontal "X" is aligned vertically in your software because...the author of you software decided X should always be vertical. Some software allows you to choose axis orientation. The only solution is to manually correct, which you can easily do in the MCX interface.
 
Hi,

I don't think it's a bug or so, the model you imported was just design with a heading in it already, instead of facing north.
 
First of all: Thank you, guys!

@rk: Maybe I didn't express properly, or I don't understand what you mean. For making the picture, I rotated the object in MCX to show she shapes properly, so you can see the shape of the building and the shape of the bounding box aren't aligned. Just in case I don't get your point: HOW could I correct that in MCX, i.e. how could I rotate the building (alone) inside the bounding box without rotating the boxes?

@arno: I guessed it's an "issue by design" when I realized that some of the converted models are twisted inside their bounding box while others aren't. Thank you though for checking, anyway.

@robystar: HOW can I rotate the model without rotating its bounding box???? If I understand you well, then I really missed out of the main thing here... this would be the easiest solution, I guess.

Regards
Mick
 
Hi,

You still have the kmz bounding box in there (in whatever program you used, Sketchup?). Maybe you have to delete it in there before you export to MCX?
Oops, time to watch football again:).
 
If you turn on the Display grid...
Capture.JPG

...you will see that it is oriented with the Bounding and Crash boxes.

The boxes are always oriented north-south and your building is rotated.

You can rotate your building, with the Transform tool, so it matches the grid.

You will then need to rotate the building when you place it.

cheers,
Lane
 
First of all: Thank you, guys!

@rk: Maybe I didn't express properly, or I don't understand what you mean. For making the picture, I rotated the object in MCX to show she shapes properly, so you can see the shape of the building and the shape of the bounding box aren't aligned. Just in case I don't get your point: HOW could I correct that in MCX, i.e. how could I rotate the building (alone) inside the bounding box without rotating the boxes?
Sorry to have slightly misunderstood myself, but I think Lane has your answer. Can you say why you would want your bounding box to conform more tightly than what would be, at worst, the diagonal length of your building? I ask because if it is a matter of crash box dimension, you can specify a higher granularity in the MCX options to get the stacked crash boxes to more closely conform to your diagonally placed building.
 
What a match :D

Thank you so much, Lane - this sounds just like it! I'm going to try your suggestions tomorrow morning and report the results. :wave:
 
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