thomas pleyber wrote: > Basically, does the 3ds file format allows to retain a hierarchy of > transformations ? Yes, 3ds file format allows to do this. You can create nodes hierarchy and apply transformations for every node. Checkout Lib3dsNode - childs, parent, name fields and player sample.
Here is a sample how I export my scene to the 3ds file format: I create nodes hierarchy and assign mesh structures for nodes. Lib3dsFile *file = lib3ds_file_new(); Lib3dsNode *node = lib3ds_create_root_node(file); lib3ds_node_rotate_y(node, (float)LIB3DS_PI); Lib3dsWord parent_id = node->node_id; Lib3dsNode *node_child = lib3ds_create_rotated_x_node(file, parent_id, (float)LIB3DS_PI); // flip y axis Lib3dsWord child_id = node_child->node_id; Lib3dsMesh *mesh = lib3ds_mesh_new(sName.c_str()); lib3ds_create_empty_mesh_node(file, mesh, child_id); (mesh will be rotated by y axis and by x axis) > or shall I translate the whole scene in the world coordinate system and > put identity transformation for every node and mesh ? No you should not do this. Not sure does it helps, but if you need something please ask. Tomas ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ lib3ds-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/lib3ds-devel
