Hi,
Seems like i can't advice anything really usefull on 3ds max and modelling
stuff, because i'm have never done any modelling, i'm just programmer. Though
it can be that model is fine in modelling tool, and export settings apply
optimizations that cause things go wrong. If you use 3ds max and
Hi Sergey,
really thanks for your help.
hybr wrote:
> Hi,
>
> Basically what you need to do is translate rod to (0,0,0), apply rotation
> that u need, and translate back to original position.
> If your math is right and you still haven't expected results i'd say that
> your model has static tra
Hi,
Basically what you need to do is translate rod to (0,0,0), apply rotation that
u need, and translate back to original position.
If your math is right and you still haven't expected results i'd say that your
model has static transforms removed and translated to vertices coords, so
center of
Hi Tom,
thanks a lot for your answer!
Tom Pearce wrote:
>
> In the step where you're calculating m, it looks like you're applying the
> rotation to the original matrix, which includes a translation already.
>
Yes, this is (perhap) what i want. I try to be less ambiguous: my scene is a
small
Hi Axel,
In the step where you're calculating m, it looks like you're applying the
rotation to the original matrix, which includes a translation already.
Code:
osg::Matrix m = amtRod->getMatrix() * osg::Matrix::rotate(rotation,
osg::Vec3(0,1,0));
It sounds like what you want to do is rotate
I understood part of the issue, and thus I corrected (part of) the error. Now
seems that the rotation and the translation is formally right, but visually
translation is wrong. I enclosed 3 pics of the scene, before rotating, after
1st rotation and after 2nd rotation. I correct the source as foll
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