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Camera Rotation Problem Maya Export
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  • mfritzen
  • Posted: 27 January 2011 10:07 PM
  • Total Posts: 10
  • Joined: 16 September 2009 05:08 PM

Hello,

I get a strange problem when exporting simple cameras from Maya. I just want to get all the transformation info of the camera. Therefore I use LclTranslation, LclRotation… of the exported FBX node. This works fine for the translation and scaling, but not for the rotation. The values I get over calling node->LclRotation.Get() are not the same as in the FBX file itself. I checked it by writing out the FBX file as ASCII (e.g. 0.0, 45.0, 0.0 in the file results in 180.0, 45.0, 180.0 in my code). Any hints? I am using FBX20113 and Maya 2010.

Regards,
Marcus



Replies: 1
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Hello Marcus, could you attach the FBX file you mentioned as a .zip here then we can take a further look?
Also, did you call something else that might change the transformation info before you call node->LclRotation.Get()? For example, did you do any axis conversion in your code?

Author: Jiayang Xu

Replied: 29 January 2011 03:56 AM  
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  • mfritzen
  • Posted: 30 January 2011 10:05 PM

Hello Jiayang,

I am working on code that is not entirely written by me. So I searched for something that could cause the problem. I figured out that the problem only occurs when the node function ResetPivotSetAndConvertAnimation is called when importing the scene. Can you please tell me about this function. I am not getting into it when reading the api docu.

Thx.



Replies: 1
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Hello mfritzen, sorry for the late reply.
If you call ResetPivotSetAndConvertAnimation then that explains a lot.
This function will set all rotation pivot/offset and scaling pivot/offset, etc back to (0,0,0).
If in your FBX files any of these properties of KFbxNode is not (0,0,0), call this function will cause some transformation/animation change correspondingly.

So which part of the doc you did not get? I suggested you take a look at Pivot management section of KFbxNode’s document.

Author: Jiayang Xu

Replied: 14 February 2011 07:03 PM