3dsmax export of mirrored objects fails

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when I try to export an object, that was cloned from another object with the max 'mirror tool',

the cloned object is not exported correctly.


It seems that max is flipping the axis in the objects TM which will cause strange effects during export.


I attach a simple max scene with a box (left) and a cloned box (right) (using the mirror command).


As you can see the rendering is ok, but the babylon export fails.


What can i do to resolve this issue?










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Hello, you should bake and ResetXForm on the mirrored object

Hello, thanks for your reply.


Unfortunately we are forced to export the scenes as they are (without modifying them by hand).

Some of them are quite big...



The IGameExporter from the 3DSMaxSdk / samples is able to handle the mirrored objects, at least in 3DSMAX coordinate system.

I know that we have D3D on babylon export, but all objects export fine, even the rotated ones. (Export Quaternions == true).

Only the mirrored are not correct.

Any hints on how i must 'transform' vertices / positions to make things look the same way as in max / renderings?

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Identifying should be no problem. I have found a test for negative parity of the TM in max samples.


But could you give me some more information or sample code on how to do the 'counter rotation', please.

I guess, I must apply them to the texture vertices as well? 

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Ok, i will give it a try, if you will guide me a little bit.


So i have to :


1) rotate all points around x axis math.Pi

2) invert the order of all faces


What about the texture maps?


If you would like to assist me with some code fragments, this would be very nice, because I am relatively new to this kind of stuff...

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Has anyone found a solution to this? I am having the same problem exporting cars from 3ds max where one door is often a mirror of the other and due to the curved nature and detailing I can not simply clone and rotate the other door which would need to be inverted.

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Hi there @Deltakosh,

Having the same issue with mirrored objects in the scene from 3DSMax. Tried to invert `scalingDeterminant` to no avail. Any other suggestions?

I am going to try to follow your instructions above for manually rotating and inverting the order of the faces.



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