Detach with save of Local Coordinate System.

Hello masterminds, got a question concerning 3ds max mesh elements.... i'm intermediate user, but i have nowhere to go improve my skill, so i decide to ask on the best max learning site i know!
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I'm using max to export meshes to collada and then to work with them in real-time. To manipulate mesh, as i would like to, i need to keep the Local Coordinate System for each element but, i can't just export the whole object, cause it will be one solid mesh without subsets, and i need a subset for each element when i export it to collada file.
http://i383.photobucket.com/albums/oo272/antokhio/1-3.jpg
http://i383.photobucket.com/albums/oo272/antokhio/1-2.jpg

So when i detach whole object to elements it looses it local coords system, maybe there is some way to heaven?

think i need to align pivot to inverted Normal of biggest face of each element....

ths... Anton

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antokhio's picture

b-chy... b-ch, i was able to

b-chy... b-ch, i was able to do what i wanted with help of that http://www.scriptspot.com/forums/3ds-max/general-scripting/fragmented-sp... script and some 3ds magic, but it looks like collada don't store any pivot data so i need to transform each segment from the center manually, what is not completely out of scene he-he-he-he

gonna see if i can do better ;]

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