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about transformation
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  • zydgyy
  • Posted: 21 December 2011 08:52 PM
  • Total Posts: 84
  • Joined: 09 November 2011 05:37 PM

Model: 834755136, “Model::Camera001”, “Camera” {
Version: 232
Properties70:  {
P: “PostRotation”, “Vector3D”, “Vector”, “”,-0,-90,0
P: “RotationActive”, “bool”, “”, “”,1
P: “InheritType”, “enum”, “”, “”,1
P: “ScalingMax”, “Vector3D”, “Vector”, “”,0,0,0
P: “DefaultAttributeIndex”, “int”, “Integer”, “”,0
P: “Lcl Translation”, “Lcl Translation”, “”, “A”,0,0,100
P: “Lcl Rotation”, “Lcl Rotation”, “”, “A”,0,-0,49.9999986818868
P: “MaxHandle”, “int”, “Integer”, “UH”,2
}
MultiLayer: 0
MultiTake: 0
Shading: T
Culling: “CullingOff”
}

This is exported from 3ds max,
So,what is “PostRotation”??I find if i add these two transformations “PostRotaition” and “Lcl Rotation"--->0,-90,49.9999986818868,then it works!But why??
code is:
yaw(-90);//y
pitch(49.9999986818868);//z



Replies: 1
/userdata/avatar/vx3501hqr_small.jpg

Please take a look at FAQ about how rotation is combined to get the final rotation in FBX.
And for a specific example of how could pre-rotation and post-rotation be useful in 3D world, you may take a look at this Maya help link about joint:
http://download.autodesk.com/glo...74414e8a0b2f4584959c6ec4c

[RO] : rotateOrient (attribute name is rotateAxis) This is post-rotation in FBX
[R] : rotate This is rotation in FBX
[JO] : jointOrient This is pre-rotation in FBX

Author: Jiayang Xu

Replied: 22 December 2011 10:11 PM  
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zydgyy 21 December 2011 08:52 PM

This is exported from 3ds max,
So,what is “PostRotation”??

This is because 3dsMax is using Z-Up axis convention. So when data is exported from 3dsMax, it has to be converted to Y-Up (FBX is always Y-Up). Instead of modify the geometry data (and everything that goes with it like skinning, etc. which is extremely complex) we simply set a “post-rotation” of -90 degree on nodes that are at the root of the scene to reproduce the Y-Up setup.



Robert Goulet, FBX Dev Lead

Replies: 0