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Thanks for your report! And we did get similar request before so it is planned to improve KFbxXMatrix to take care of any rotation order, just for now I cannot give a specific release time about that.
For the suggestion about to set the whole transform matrix to an object rather than having to revert to angles, here is the answer from our FAQ:
2.13 How can I directly set the global transformation matrix of a node?
This is not supported in the current FBX SDK and it is not planned to support it in future versions.
And here is some comments from our Development Lead:
The node shall not have two different transform at any time, and the FBX SDK is not an API to handle rendering like OpenGL or DirectX were each node only has a global matrix that doesn’t handle rotation offsets, pivots, etc.
The FBX SDK is not an editing system. It is an interoperability and evaluation system. That means we provide every components to describe and animation (Local Matrix + Rotation Offsets + Pivots + Etc. for transport purposes) to calculate the global transform (for evaluation purposes) and not the inverse.
Author: Jiayang Xu
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