I have been trying to export models from 3DS max for use in my XNA program. The trouble I keep running into is that the axis keep getting rotated and/or flipped from what's in Max.
In order to test this, I have created a model that acts as an axis gizmo, with a cone pointing down the X axis, a Rectangle down the Y and a cylinder down the Z.
I have exported the model three different ways:
Max's built in .fbx exporter - The X points correctly, but Max's Z is now XNA's Y, and Max's Y is now XNA's -Z (Left-Handed).
PandaSoft DirectX Exporter (with Left-Handed coordinates turned ON) - The same as the FBX exporter
PandaSoft DirectX Exporter ( with Left-Handed coordinates turned OFF) - The X points correctly, the Y points correctly, but the Z has been flipped (Max's Z == XNA's -Z).
So far the PandaSoft DirectX Exporter with Left-Handed coordinates turned off produces the closest results, with the Z axis flipped. Has anybody else run into this problem What was your solution. I would really like to be able to model something in Max, and have the X,Y, and Z coordinates remain the same after the export.
Thanks in advance!