#317150
They should not be the same, since the two apps use different coordinate systems - the plugin's job is to export your model such that up in SU is up in Studio. Is there a particular reason why you ask?
#317169
Well lets say I export a model to Studio, work with it for a while, adjust my cameras, materials, etc.... then i decide i would like to import a new object that i was missing.

It is hard to move that object around when you have adjust both the x and the z axis because you are moving it on a diagonal line. If the axis's were aligned with Studio's grid, I could move objects with more ease.
#317192
But even things as simple as moving a camera around my model is difficult to do if the grid is not aligned correctly. Do you understand my problem? If i want to move the camera lets say to the west... It would be nice to just adjust the x axis position, instead of the x and the z.
#317197
No, I must not be understanding the problem yet. Here, it works fine if I do multiple exports and then import them separately into Studio. Maybe you could post a screenshot of what you're dealing with; there seems to be something else going on here that I can't infer from your description of the scenario.
#317227
I am not sure how to make post an image on this forum. But all i am wondering is if there is a way to rotate the scene so that it 'snaps' to the grid in studio.

If my model is a big cube. I would like the sides of that cube to match the directions (exactly) of the grid (x and z axis) in studio. Upon importing from SU, they do not. I will try to post an example.
#317235
Just to be clear then, you're saying that when the SU scene is exported the Z axis (up/down) is correct but the X and Y axis have rotated? I've never noticed that, but then I try not to move stuff around in studio very much.

-Brodie
#317239
Ah, I think I understand what you're asking now. If the cube was its own model in SU, positioned at 0/0/0, and not rotated at all, then it would come in more like you want it to, but from the looks of it, none of these things is true, and consequently, it is exported with an offset/rotation defined by how it is situated in your SU model. One way you may deal with this in Studio would be:
  • 1. import the cube
    2. open object Parameters > Coordinates
    3. select the cube
    4. click the 'Center' button
    5. enable main menu > Edit > Rotate
    6. use the rotate gizmo to align the pivot's axes as you wish
All objects have their own pivots, and you can change them using the steps above. Let me know if that helps to answer your question.
#317255
This does help answer my question, thank you very much.

One side question though, in your step 6. Is there anyway to be sure that the object you are rotating is exactly lined up with on the grid lines? Like in SU, you can free rotate an object, but when it crosses one of the axis's, it snaps to it to let you know you are on it.
#317257
No, there's really not - a mesh is a 'dumb' object which has no inherent origin or axes. It would be the same in SU if you imported a misaligned cube mesh via .3ds or similar - you'd be able to align it by selecting box-corner vertices and snapping to SU's axes, but SU itself would not be able infer the alignment automatically.
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