On Thu, Nov 17, 2011 at 4:28 AM, Ejner Fergo <ejner...@gmail.com> wrote: > Hi Campbell, > > Thank you for committing the patch! > > I've been looking more into the (local) rotation problem in Nuke & > Houdini. Turns out a small change is needed on line 404, but the > change is also needed for lamps, so posted the changes here: > http://www.pasteall.org/26478 > > Basically Vector((0.0, 1.0, 0.0)) needs to be Vector((0.0, 0.0, 0.0)).
This looks wrong, the vector is being used as an axis for another rotation matrix, passing a zero length axis to Matrix.Rotation probably just makes the matrix a unit matrix. y = matrix_rot * Vector((0.0, 1.0, 0.0)) matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot could be replaced with... matrix_rot = Matrix().to_3x3() * matrix_rot or :) ... matrix_rot = matrix_rot This needs further investigation & testing with different apps :S, its possible Nuke & Houdini dont read FBX correctly too (or assume certain conventions). > This of course mess things up in Maya (and C4D)... FBX is such a > stupid format, irritating that Autodesk is pushing it! > > Another thing: Can we please change the frame range to not be -1? All > apps start from frame 1, even Maya has changed from 0 to 1. > > Any thoughts on all this? And can you point me in a direction on how > to animate settings? > > Thanks for your time! > > Best regards, > Ejner > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers