![]() ![]() Note that I am not changing the rotation order in Blender and I'm using the default XYZ rotation. For instance, I want FleX rotate the object the same way as Blender rotates it with the Euler rotation vector of. My goal is to rotate the object in FleX so that object Y's rotation matches exactly with object X when I import X in Blender. This means that objects X and Y would overlap completely if imported in on scene in Blender. The only thing that I've been able to figure out empirically is that the value for rx rotation is applied the same way for both FleX and Blender. I also tried with Quaternions but I'm still unable to figure out the way FleX is transforming the object. However, I want to rotate Y in a way that it matches with what FleX exports ( X) after rotation. ![]() I do not want to change anything on the FleX side. ![]() After I imported X in Blender (setting axis_forward='-Z', axis_up='Y') I realized that X has a different rotation which means that FleX is either using a different global axes (I think it's -Y forward and Z up) or it applies the rotations in a different order or a combination of both. I also import the mesh in Blender and rotate it the same amount I call this mesh Y. I import a mesh in Blender, export it with setting axis_forward='-Z', axis_up='Y', import in NVIDIA's FleX, rotate it and store it on disk I call this mesh X. ![]()
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February 2023
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