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Local vs global transformation trouble.
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  • Total Posts: 10
  • Joined: 02 September 2009 11:23 AM

Hello FBX users,
i know that the transformation topic is quite popular on the board,
but even browsing here and there, i can’t seem to find a solution to my problem.

Right now I am working on a converter from the fbx format to the one used in our software.
Since our application relies on a scene graph for the rendering, i want to retrieve from the
fbx the local transformations for every node. It will be scene graph’s businnes to apply the transformations in the correct order to display the file.

After some messages and some browsing, i came across this post:

local positions

This code works for almost all my fbx, except a couple of ones. In these particular fxb, the transformations are completely wrong, even if in the view scene (and in 3dmax) they appear correct.
I’ve taken a look at the code in the view scene tutorial, but to my disappoint i’ve found that it computes the global transformation for every node and just passes it to OpenGL. Looking for the problem, i’ve come across this question:
If i consider a node with no parents (i.e. one directly attached to the root) shouldn’t the global and local transformations be the same? I thought so, but if i step in the code i find that the

pNode->GetGlobalFromCurrentTake(pTime)

returns

-1.014 -2.328 0.000 -104.946
0.000 0 2.540 0.000
-2.328 1.014 7.195 1718.551
0.000 0.000 0.000 1.000

while

GetDefaultLocalPosition

returns

1 0 0 0
0 1 0 0
0 0 1 -192.95
0 0 0 1

So i assume that GetGlobalFromCurrentTake does something more than simply doing
globalParentMatrix * localParentMatrix.

(3ds Max agrees with GetGlobalFromCurrentTake, displaying a global translation of -104.946 0.000 1718.551)

I don’t know how clear this was… for any additional information, please write me! :)
Any help will be gratefully received.
Enrico



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