Crosswalk MAX coordinate system

Date : Fri, 6 Apr 2007 12:12:25 -0700
To : <3DGames(at)Softimage.COM>
From : "Wessam Bahnassi" <wbahnassi(at)inframez.com>
Subject : Crosswalk MAX coordinate system
dotXSI files coming out from the 3dsMAX Crosswalk exporter have the
following setup:

handRotation: 1 (SI_RIGHT_HANDED)
xAxis: 0 (SI_RIGHT)
yAxis: 5 (SI_OUT)
zAxis: 2 (SI_UP)

I don't really follow how this would be mapped to XSI's right-handed
coordinate system. Z and Y are flipped with each other. It's basically
telling me to take the Y value and replace it with Z, but keep the sign
unchanged (because it matches XSI's right-handed system).
Is this how I should interpret these values? Obviously the way above
produces a mesh that is flipped around the XY plane in XSI.

I can ofcourse detect the case specifically and adjust it as required, but I
thought the whole idea of having such a flexible template is to allow for
modular coordinate system conversions (as opposed to having a template that
says: Using MAX coordinates, using XSI coordinates, or using blah's
coordinates).

Thanks,
Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
'Talk is cheap because supply exceeds demand'


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