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3DSMAX rotation export problems

Started by January 03, 2003 09:58 AM
1 comment, last by KILE 22 years, 2 months ago
Hi, I''m a novice intro coder and i''m developing a 3DStudio MAX primitive geometry exporter. I don''t need the vertices or faces info, only which type of geometry I''m reading (box,sphere,cone...) and the parameters to recreate it in my engine (Height,width,num.segments). Now I take all this one and it''s ok but, for example, when I create a cone in MAX if I use the front/top/right window the cone appears rotate according with different angles. So I extract the quaternion of this object, and the position. And then in my engine I make the translation and get rotation matrix from the quaternion and mult by the actual object matrix. But it not look good And I don''t know if I must make something special with the quat that I read from MAX. Can anyone help me?
ok
a quat is stored in max as:
  <quat>.w             : Float  <quat>.x             : Float  <quat>.y             : Float  <quat>.z             : Float    quaternion complex components as Floats 

this is not the angle of rotation and the axis of rotation. you get that from:
  <quat>.angle         : Float  <quat>.axis          : Point3    derived properties - an angle in degrees and a rotation axis 

you can then pass this to glRotatef(angle, anis.x, axis.y, axis.z); to do the correct rotation. also i think you need to rotate and translate in the oposate directions or something??
hope this helps you!


- Jono AH

[edited by - jonox on January 4, 2003 6:49:34 AM]
- JonoRule #1: If you build it, they will come -- to hack and cheat.
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The rotation you obtained is not the real rotation. You need to add the "hidden from UI" offset rotation.

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