-
-
Notifications
You must be signed in to change notification settings - Fork 35.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
FBXLoader fix transform inheritance, convert back to local #20932
Conversation
Thanks for the PR @DVLP. I'll review it after Christmas. |
Thanks! |
I have no sources from back then, but I guess you could just drop the file into 3js editor? maybe thats what mrdoob did |
Yep |
Nice |
I thought about it and the first place to look at would be why lPostRotationM requires inverting with lPostRotationM.invert(). This is the part that is different compared to the source code from Autodesk CalculateGlobalTransform on this page . I'd start from investigating why is this required and searching earlier in the chain if it's unnecessarily inverted or the opposite, if it should be inverted earlier. What I also noticed the other two rotations(lPreRotationM, lRotationM) were empty and inverting them didn't do anything so I left them without .invert. In other models they may not be empty so this could make a difference. Maybe lPreRotationM.invert() and lRotationM.invert() are also required? That's where I'd start but currently I'm to busy to start debugging these. Here's Blender implementation of this. Starts with a comment line |
No arguments from me there 😅 |
Related issue: #14520
Fix for node transformation inheritance in FBX loader
This contribution is funded by Bad.City.