How do you remove a *rootnode* from a prop hierarchy


https://forum.reallusion.com/Topic153519.aspx
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By Colonel_Klink - 12 Years Ago
Just a quickie that somebody might no the remedy for.
On converting a model (prop) to fbx I have noticed that 3DS Max/3DXchange/Sketchup put a *rootnode* on every object when exporting. Has anybody else discovered this? If so how did you eliminate the problem?

Thanks
Bob
By Sen - 12 Years Ago
Hi ,

Where is the problem ? Delete this rootnode . It's not new ;).
You can work with or not , it's your choice :)

edit : 3dx5 add a root node , not 3dsmax or others ;)
By Colonel_Klink - 12 Years Ago
Hi Sen
I've included an image of what I'm talking about. The exercise was this: Load the jeep prop into 3DXchange to export it to FBX so I could study the file in 3DSMax.
On reloading the file back into 3DX I noticed that the added *rootnode* was at the top of the hierarchy effectively shifting the node *jeep* down one step (see pic on right hand side. On exporting the jeep like that to Iclone and assigning a saved copy of the jeep dramascript the new jeep wouldn't work, because of the extrad added *rootnode*.

I don't understand why this has occurred, nor do I see any way of deleting the *rootnode* to return the jeep file back to the way it was.

I also retested exporting an fbx model from Sketchup and when it was imported into 3DX it had the *rootnode* as first part of the hierarchy.





By planetstardragon - 12 Years Ago
couldn't you done it in OBJ to bypass the whole fbx rootnode process ? why fbx ?
By Colonel_Klink - 12 Years Ago
Fbx retains the hierarchy. Obj strips them down to the bare objects without dummy objects



The object of the exercise was to study the jeep structure so that I might be able use the same dramascript on my own vehicles. I was just perplexed that if the original main node on the jeep was jeep why then should 3DX add another main node *rootnode* and move the jeep one down the hierarchy.
By planetstardragon - 12 Years Ago
ahhh, hrmm.... from a quick view of your screen caps, it almost looks like the root node is added on purpose for the sake of keeping the hierarchy.
By Colonel_Klink - 12 Years Ago
Thing is that I don't see why as the original model has a rootnode called *jeep*. I'm presuming that the ianim files for the jeep have already taken this into consideration, which would mean there is slim chance of being able to create a new vehicle unless it's node hierarchy is identical to the jeep in every way.
By animagic - 12 Years Ago
As you are interested in creating your own vehicles, are you familiar with the free Mechanical Toolkit: http://www.reallusion.com/ContentStore/iClone/pack/iCar_BodyShop/Help_Mechanic_Tool_Kit.aspx.

It includes dummy objects with animation for doors, springs, and wheels.

By Colonel_Klink - 12 Years Ago
Yes I have seen this and had a look in Iclone, however the way the jeep is put together is more appealing. That way when I export to other game engines my models are independent of Iclone content. Will keep experimenting.
By nat woi - 10 Years Ago
Found this topic looking for a solution- Ill have I have the same problem. It becomes a problem were not able to rename the ROOTNODE  its still named rootnode on the scene manager so if you created a lot of props its makes it a pain to find which one your looking for since there all named rootnode

After reading the original file was exported as fbx  then converted to a prop. So I tried to exported the original file as a object  it was named correctly but... there always that lol .. I has to smooth it out in FBX format I didn't have to .. So I perfur to use fbx But the naming  part don't work  :[

By planetstardragon - 10 Years Ago
@Nat, this is why i like having a bunch of different softwares - something like that i'd probably call up in carrara to rename the node or reconstruct the hierarchy . 3D softwares can be so radically different from each other, it's best to have a nice selection to have one software ready to fix another one's bugs lol