I created a track but when i launched it in-game the car had 2 of it's wheels missing. I guess the problem is related to the axis rotation of the start/pit block. It looks like the blocks are rotated correctly - Y up and Z forward as it was mentioned in the tutorial. (the blender screenshot is a different track, the same thing happened) These are the settings i use for exporting fbx: . What could cause the problem?
Hi @rfmx , welcome . Be careful NOT to apply the rotation. You have to use the 90 degrees rotation, but do not apply it (CTRL+A, ...). Also, make sure the spawn cube is high enough from the ground (1.5-2 m). If everything else fails, please attach the logs.
I made shure the rotation wasn't applied and there was enough space from ground. Unfortunately the same thing happens now, but in the air
Yes, game logs - to have a look wether there are any errors. But this broken wheels thing - up until now - it's always been a problem with the spawn points and the orientation of pivot axis. Another thing to try: I see you are working in Blender; try deleting the cubes and use dummies/empties instead.
I used empties this time, same thing still happens. I think it has something to do with the export because the axes are set correctly (z forward, y up) . It's weird tho, no geometry is inverted ingame or anything.
Be careful now with empties, to also select empties when exporting. Also, don't know if it actually makes a difference, but I see in your OP that you have Z forward, and IIRC I've always used -Z forward. I've had a look at the logs.. there are some errors there, but I don't think they have something to do with the broken wheels. I guess next step (if you're ok with it) is to give me the file so I'll have a look (I could make some time tomorrow).
I've just made a test. The simplest track possible: 1 plane as road, and 1 pit spawn point. Export with Z or -Z forward (doesn't matter). Case 1: When just creating the empty - of course car will have broken wheels. Case 2: When just adding a 90-deg rotation to X axis, all works as expected. (empty is 0.5m from the ground, in this case) Here's how it looks in Blender: Here's how it looks ingame: So.. really running out of ideas here.. - check scale again - check naming convention - for objects and for track folder, track files - check height of spawn points - check axis rotation. Again, if you are comfortable with sending the file, I can have a look. No need to worry about intellectual property, I really don't have the time to "steal" your work in this period even if I'd want to .
I uploaded the track to dropbox : https://www.dropbox.com/s/4ak0d9m5n9ya5mj/randomroad.blend?dl=0 I checked everything and i'm still not shure what is causing this. I also made a simple plane track earlier with the 90deg rotation on x axis and sadly the same problem occured.
I managed to fix it. The scale was (very) incorrect by default. BTW how do i set the scale when exporting so 1 meter in blender is equal to 1 meter in game?
By default, Blender uses "generic units", which have a meaning inside Blender only. But if you'd like to use a referenced unit system, you can switch to Metric or Imperial. Just go to the "scene" tab (right side panel) and select what you wish. Done.
Have the same problem. Can you explane how did you fixed it? I seted up the scale to metric before start to making track, but anyway have this problem.
Me too, i've tried all kinds of things, made about 30 versions of my track, but still cannot make it work. Infuriating!
What problem are you talking about ? Scale ? If yes, and you are using Blender, be sure to check this little devil: