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I’m trying to export polys out of an FBX file into another geometric format but I’m struggling a bit with transformations. If I want to compute the new transformation of a node control point, I’d like to simply multiply the control point (vector 4) by the transform matrix. Is there an FBX routine that will allow me to multiply a vector by a matrix to get a vector? It doesn’t look like the FBX vector4 structure has this method.
Alternatively, is there a way to return the controlpoint values of a node/mesh that are already transformed by the local node transformation?
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