sj04736 {l Wrote}:When I export the track, however, all of the planets spontaniously rotate.
Just to make sure I understand you correctly: the planets rotate during the actual export (and not while running in stk)?
If you take the blend file and export it while watching Saturn's ring, the problem is illustrated well. Can somebody tell me why this occurs so I can fix the issue (and prevent it in any further work)? I use blender 2.49b.
I can't reproduce the problem. If you see something rotating during the export, it means there must be some skeletal animation happening (since IPOs are exported 'invisible' during the export). Can you check if there are any armatures defined?
It's also worth (just in case) to check the scene.xml file - look for any lines like:
- {l Code}: {l Select All Code}
<curve channel="LocX" interpolation="bezier" extend="cyclic">
<p c="1.000000 34.090733" h1="-1.311990 30.471663" h2="3.311990 37.709801"/>
...
But those lines indicate IPO animations.
And no, I'd prefer not to leave the planets in the main track model, because then I can't animate them (if I ever find the time to do so).
Two comments: the planets appear to have a rather high number of vertices (around 1000 each) - it might be worth checking if the same visual effect could be done with lower resolution spheres. Since the actual track has only 2000 sphere, the 11 planets make the track 5 times as big. Also it appears that the driveline is modelled with a certain 'thickness', i.e. a kind of very flat torus. Do you know thy this is done? To avoid backface culling and the track then being invisible when loo0king up? If this is the case, wouldn't it be better if we supporte deactivating backface culling for certain materials or objects?
Cheers,
Joerg