jessepmason Posted March 18, 2017 Share Posted March 18, 2017 Hello! Its awesome to see support for a right handed coordinate system, since my main application is Maya it helps. But I am wondering if the FBX Exporter supports exports to the right handed coordinate system? Thanks! Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 20, 2017 Share Posted March 20, 2017 Hi J! Good to see you again. I'm not qualified to talk about this, but a search of our github site... for 'fbx' + "handed"... returned an interesting hit. https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/FBX/3rdParty/Fbx2017.0.1/include/fbxsdk/scene/fbxaxissystem.h There sure is lots of talk in there... that could be pertinent. Hope this helps. Maybe smarter people than I... will comment soon. Stay tuned. Quote Link to comment Share on other sites More sharing options...
jessepmason Posted March 20, 2017 Author Share Posted March 20, 2017 Thanks! Good to be back. After a little bit of digging I don't think it is supported yet but... i'm not sure if it's the right way but it seems to work anyway as I know nothing about c++.... In this file https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/FBX/BabylonFbxNative/BabylonMesh.cpp I just switched the X and Y indices, inverted the Z normal and Z vertex positions. There is probably a lot more to it so ya Ill just stick to the left handed system for now lol Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 20, 2017 Share Posted March 20, 2017 Hello by default exporters use left handed but there is perhaps a way for you: We have a pretty good gltf importer (https://github.com/BabylonJS/Babylon.js/tree/master/loaders/src/glTF) which is right handed. Quote Link to comment Share on other sites More sharing options...
jessepmason Posted March 20, 2017 Author Share Posted March 20, 2017 O okay cool! Thanks GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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