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I was looking into different apps and how they handle pivot points and export that through FBX and to be honest i was struggling to find a solution. Lightwave will let you MOVE the pivot point of an object, but not Rotate it, so what to do. My 3d app of choice is Lightwave 3D v11.6 (i really dont like blender, i use it ONLY for import and export of certain file types). So the game was putting the car facing the wrong way on the track. my track was the right way round, the mesh for my special object was the right way around, but its Pivot point was facing the wrong way. In my case it was all the "Special" objects such as PIT and AC START.
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Which ever 3d app you are using to make a track, you have noticed something is not pointing in the correct direction After you have imported your FBX into KS editor. In fact i came here tonight to do a little write up about it in this very thread, saw your post, so i thought id answer you first, then show how its done.
![3dsimed exporting to assetto corsa 3dsimed exporting to assetto corsa](https://i.imgur.com/6SFwvDq.jpg)
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This could prove to be handy sometimes, so thank you. AC member Nobby76 posted this on the AC forums. Some basic controls seem to be available with a bit of work. Thank you very much for your great support, have fun! Just remember that discussions on the official support forum and its sub-forums about original content conversions will be locked. You might also find useful this thread on the official Assetto Corsa support forum: Between you guys we might find our future track modelers, therefore do your best, keep going! We hope to see only original content coming to AC from modders. However, we remind that conversions of original content taken from other games is not what we would like to see coming in Assetto Corsa. We are glad to see so many 3rd party tracks already available for Assetto Corsa. If you haven't seen it already, we suggest the vision of the the SDK video tutorial available at
3dsimed exporting to assetto corsa download#
The Assetto Corsa SDK is available for download in the Steam Library > Tools \ Tab, and includes a free sample track for training and testing. Initially scheduled to be included in Assetto Corsa 1.0, the editor has been released in advance, in order to assist all those modders who are already working to their home-made tracks. The new build brings several fixes and finally welcomes the modding community thanks to the inclusion of the Assetto Corsa SDK dedicated to 3rd party productions for tracks. Īnyways, things are starting to take shape and lots of "work/fun" hours to look forward to, the signs show !Ī new release of Assetto Corsa Early Access is avaiable on Steam at the URL: This will avoid some possible frustrations later.
3dsimed exporting to assetto corsa software#
So, watever software package you are using curently for creating your models, make sure you have a way of proper exporting it to FBX2012. The prefered format for impotring the 3d geometry in the editor is FBX2012. The main reason (and it makes sense) is that Kunos team wishes to also release a proper documentation when enabling car export, as cars require more that some 3d geometry and a few material/shader settings. It seems that in the beginning, only track exporting options will be available, although for cars the same editor will be used a little bit later down the road. Kunos team, represented in this case by the KS lead 3d artist Simone Trevisiol, just released a first video presenting the basic functionality of their inhouse editor/exporter, the tool that will allow you/me/us modders to export own 3d creations.