Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
BasharMilesTeg__ has quit [Ping timeout: 207 seconds]
Daz has quit [Remote host closed the connection]
Daz has joined #kspmodding
TriggerAu has quit [Ping timeout: 186 seconds]
TriggerAu has joined #kspmodding
Qboid was kicked from #kspmodding by *status [You have been disconnected from the IRC server]
Qboid is now known as Qboid_
Qboid_ has joined #kspmodding
Qboid has quit [Ping timeout: 186 seconds]
Qboid_ is now known as Qboid
Rokker has quit [Quit: Connection closed for inactivity]
<Mathuin>
.wub 7
pizzaoverhead has joined #kspmodding
USB4 has joined #kspmodding
<USB4>
Ive made a turbojet with a fin to be a control surface, however its rotating the control surface forwards and backwards instead of left and right. Does anyone know how to change this short of what Im guessing id have to do in turning the part in unity first?
<USB4>
Rephrasing, the fin portion like the tail fin in the game, is supposed to tilt on the y axis (y vertical), but instead tilts on the x axis
<taniwha>
I think you need to use the correct axis
<taniwha>
ie, within the model itself
<USB4>
?
<USB4>
Would that mean reorienting the part? Or a constraint?
<taniwha>
KSP models are hierarchies of game objects, each with their own local rotation and location
<taniwha>
usually an empty root object with various child objects with the desired relative transforms
<taniwha>
so yeah, you'd rotate the sub-part in your modeling software
<USB4>
So then perhaps adding an empty
<taniwha>
yeah
<taniwha>
btw, I did a .mu import/export addon for blender
<taniwha>
(bypass unity)
<USB4>
I actually have used this to figure out things.
<USB4>
Didnt know you made it
<USB4>
I dont quite bypass unity with it
<USB4>
I think some orientations get lost in import?! so I wasnt sure if it would work directly with export
<taniwha>
it doesn't handle all animations yet :(
<taniwha>
no, orientations don't get lost
<taniwha>
or if they do, I want to know the details
<taniwha>
the main gotcha is you need to clear the parent inverse in blender
<USB4>
Im just assuming this is the case because with engines ive imported for example, the empties for thrustTransforms and similar transforms always seem to be pointing upwards (towards the intake) , which Im guessing they wouldnt be in game
<taniwha>
(when creating a new model)
<USB4>
oo
<taniwha>
hmm, let me check that
<USB4>
Confused the order a bit with the chat, parent inverse?
<USB4>
I presume youre talking about applying rotations?
<taniwha>
no, I don't mean applying rotation
<taniwha>
when you have a child part selected, hit alt-p p
<taniwha>
(it's the third option in the clear parent menu)
<taniwha>
blender sets up parent-child matrices such that the child's transform coordinates don't change when becoming a child
<taniwha>
this messes up things with the export
<USB4>
oh
<taniwha>
(I've considered doing it in code during export, but it would mess up animations)
<USB4>
because unity, or rather the mu I assume uses a relative system
<taniwha>
yeah
<taniwha>
though the mu is really just a binary dump of the unity hierarchy
<taniwha>
anyway, I just had a look: the turbojet model has the thrust transform y axis pointed down (away from the intake end) in the imported model
<taniwha>
this is as I would expect since blender y is unity z
<USB4>
I tried rotating the new transform I put Pylon (the wing looking section) so that it had its x axis in the z axis position, but that didnt change anything