[Bf-committers] FBX camera
ejnersan at gmail.com
Wed Nov 16 20:07:36 CET 2011
Heh, I knew I would be in over my head by asking, but had to try ;) My
method is a primitive trial and error, no deeper thoughts about matrix
I'm not surprised that using Vector((0.0, 0.0, 0.0)) is fishy, but hey
it worked! It's hard for me to believe that Nuke and Houdini don't
read FBX correctly, since I have big respect for those two apps
specifically. Not sure about the conventions but that's probably it.
Will try again, there has to be a way that works for all apps!
BTW, do you agree that frames should start from 1 instead of 0 ?
On Wed, Nov 16, 2011 at 6:47 PM, Campbell Barton <ideasman42 at gmail.com> wrote:
> On Thu, Nov 17, 2011 at 4:28 AM, Ejner Fergo <ejnersan at gmail.com> wrote:
>> Hi Campbell,
>> Thank you for committing the patch!
>> I've been looking more into the (local) rotation problem in Nuke &
>> Houdini. Turns out a small change is needed on line 404, but the
>> change is also needed for lamps, so posted the changes here:
>> Basically Vector((0.0, 1.0, 0.0)) needs to be Vector((0.0, 0.0, 0.0)).
> This looks wrong, the vector is being used as an axis for another
> rotation matrix, passing a zero length axis to Matrix.Rotation
> probably just makes the matrix a unit matrix.
> y = matrix_rot * Vector((0.0, 1.0, 0.0))
> matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y)
> * matrix_rot
> could be replaced with...
> matrix_rot = Matrix().to_3x3() * matrix_rot
> or :) ...
> matrix_rot = matrix_rot
> This needs further investigation & testing with different apps :S, its
> possible Nuke & Houdini dont read FBX correctly too (or assume certain
>> This of course mess things up in Maya (and C4D)... FBX is such a
>> stupid format, irritating that Autodesk is pushing it!
>> Another thing: Can we please change the frame range to not be -1? All
>> apps start from frame 1, even Maya has changed from 0 to 1.
>> Any thoughts on all this? And can you point me in a direction on how
>> to animate settings?
>> Thanks for your time!
>> Best regards,
>> Bf-committers mailing list
>> Bf-committers at blender.org
> - Campbell
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