Hello Wessam,
You actually found an old bug in our XSI exporter and even in the doc!
What should be exported by XSI as the coord system is this:
SI_CoordinateSystem {
1, // right handed
0,
1,
0, // x = SI_RIGHT
2, // y = SI_UP
4, // z = SI_IN
}
The one exported by Max is OK:
SI_CoordinateSystem {
1, // right handed
0,
1,
0, // x = SI_RIGHT
5, // y = SI_OUT
2, // z = SI_UP
}
So, as you can see, to transfer from the Max coordinate system to the
XSI one, you simply have to perform a global rotation of -90 deg in x to
the imported scene. In Crosswalk we do this by adding a root node to the
imported scene and by setting the X rotation of that node to -90 deg.
thanks for highlighting this issue!
LB
-----Original Message-----
From: owner-3dgames(at)Softimage.COM [mailto:owner-3dgames(at)Softimage.COM]
On Behalf Of Wessam Bahnassi
Posted At: April 6, 2007 3:12 PM
Posted To: 3dgames
Conversation: Crosswalk MAX coordinate system
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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