JoElH4Ck3r / sea3d

Automatically exported from code.google.com/p/sea3d
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Negative x-scaling should be performed in Max exporter, not in three.js #13

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
http://developers.poonya.com/forum/viewtopic.php?f=11&t=72

Scaling by (-1,1,1) is the approach suggested to fix what the Max exporter, or 
at worst the three.js importer, should(?) be doing. This has caused us serious 
headaches over the past few months.

In a scene graph hierarchy, negative x-scaling of parent objects causes a flip 
in x-translation of children -- which makes absolutely no sense in a game-like 
environment with a complex hierarchy as opposed to a flat, "add everything 
directly to scene" approach.

We've had to jump through serious hoops for the meantime: Scaling (1,1,1) in 
three.js avoids child translation issues, but forces us to create objects in a 
very specific and non-intuitive way in 3DS Max which negates the faster 
workflow that sea3d should provide and creates concerns around whether textures 
and animations will look correct on import. As we're representing real-world 
objects with text labels, screw-off caps (clockwise vs anti-clockwise) etc. we 
need accurate axes without these worries.

Original issue reported on code.google.com by nick.wig...@gmail.com on 2 Jul 2014 at 11:08

GoogleCodeExporter commented 8 years ago
Hi Nick.

You already using SEA3D 1.6.5? We made several corrections related to 
transformation for Three.JS.
http://developers.poonya.com/forum/viewtopic.php?f=11&t=120#p582

I will give more attention to this in the next updates.

Cheers.

Original comment by sunagbrasil@gmail.com on 2 Jul 2014 at 5:12