3dsmax - Converting coordinates system for FBX model in OpenGL -


i load fbx models using autodesk fbx sdk2013.the models rotated 90 degrees on x-axis default.

the sdk supplies method :

fbxaxissystem::opengl.convertscene(scene); 

to perform axis conversion.but doesn't work.calling changes nothing.moreover,it seems fbx exporter uses opengl right hand sytem default,at least says on import:

     fbxaxissystem fbxaxis = scene->getglobalsettings().getaxissystem();              if (fbxaxis != fbxaxissystem::opengl)             {                       //....             } 

returns false. don't understand;if opengl (right handed system,why models have z axis up? sdk bug?

i found solution.someone here said convertscene() doesn't affect vertices array sets node global/local matrices.with these can transform node geometry or vertices.

so here how done:

    fbxmatrix globaltransform = mesh->getnode()->getscene()->getevaluator()->getnodeglobaltransform( mesh->getnode()); dvec4 c0 =  glm::make_vec4((double*)  globaltransform.getcolumn(0).buffer()); dvec4 c1 =  glm::make_vec4((double*) globaltransform.getcolumn(1).buffer()); dvec4 c2 =  glm::make_vec4((double*) globaltransform.getcolumn(2).buffer()); dvec4 c3 =  glm::make_vec4((double*) globaltransform.getcolumn(3).buffer()); glm::mat4 convertmatr =mat4(c0,c1,c2,c3); convertmatr = inverse(convertmatr); //need inverse otherwise model upside down 

then use convertmatr transform mesh's vertices.hope helpful autodesk forum not responsive.


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