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blender prim rotation question

Pearlie Pedro
Registered User
Join date: 12 Mar 2007
Posts: 46
11-14-2007 07:58
I have an obj file, I used in blender and converted into a sculpt prim map. however in second life, when i try to edit the prim using Position, rotate and stretch, the coordinates do not point the way I need them in order to resize the object properly. instead of north/south/east/west, the XYZ looks like its been rotated 90 degrees. meaning rather than the X indicating the front and back of the object, the represent the sides on an angle. how do i correct this?
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-14-2007 08:21
If you rotated in object mode in Blender, you should apply the rotation before baking the sculptie map.

Otherwise, just go into edit mode in Blender and rotate the mesh to correct the axis before baking. Hard to tell from description but I think going to top view by pressing 7, selecting all vertices with a key then rotating 90 degrees by pressing keys r 9 0 should do the trick.