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[bug] Axis Y of object babylon parent to an object export 3ds max


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When I attach (with parent) sphere => character export 3ds max. I am forced to raise the sphere of using the Z axis in place of the Y axis
Here at the code level: (see comments)

meshPlayerCollider = BABYLON.Mesh.CreateSphere("Intersector", 10, 20, scene);meshPlayerCollider.parent = newMeshes[0]; // the sphere is attached to the character newMeshes [0] from 3ds maxmeshPlayerCollider.position = new BABYLON.Vector3(0, 0, 20); // The object mounted on the axis Y of Babylon by adjusting the Z axismeshPlayerCollider.scaling = new BABYLON.Vector3(1, 1, 3); // scaling Y bug adjusting the Z axis

Normally I should do: (see comments)

meshPlayerCollider.position = new BABYLON.Vector3(0, 20, 0);// There I this moves forward (Z)meshPlayerCollider.scaling = new BABYLON.Vector3(1, 3, 1); // There I this scaling forward (Z)

Pour faire cours en ffrancais: Les axes semble utiliser ceux de 3ds max dans Babylon quand on déplace, scall, ou oriente un objet de babylon parenté a un objet exporter de 3ds max.

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