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PositionKind return unusual coordinates


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function addSphere(scene, { x, y, z }: Object, diameter: number = 0.05, color = new BABYLON.Color3(0, 0, 0)) {
  const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter }, scene);
  const material = new BABYLON.StandardMaterial("texture1", scene);
  material.diffuseColor =  color;
  sphere.position = new BABYLON.Vector3(x, y, z);
  sphere.material = material;

const positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);

const zeroCoord = {
    x: positions[0],
    y: positions[1],
    z: positions[2],
 addSphere(scene, zeroCoord, 1);


As you can see in the code, I am just trying to get vertices of the foot. and the placing a sphere on the first vertice of the foot.

But for some reason, as can be seen in demo, the sphere is added somewhere not even remotely close of the foot.

You can download the mesh here.

Why is this happening ? I've been trying to fix this for two days now, but I can't seem to do it.


Edit: I am using babylonjs exported for blender.

Edit2: Added playground url  https://www.babylonjs-playground.com/#EEKFSK#2

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In fact, your mesh is exported from your 3d software with a scale, rotation, and translation. The vertex buffer come from your original mesh. Maybe you can try something like resetXfrom(in max), don't know the equivalent in blender. Hope this helps. 

"meshes":[{"name":"Sym_trie Sock sock","id":"Sym_trie Sock sock","materialId":"feet.Female_Mesh","billboardMode":0,


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