[osg-users] FBX Up axis bug

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Thomas Hogarth

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Oct 27, 2010, 8:05:33 AM10/27/10
to OSG USERS
Hi all

Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I found a bug with the up axis. When exporting from 3ds max the axis are stored as

x=0
y=1
z=2

But for some reason the fbx sdk 2011.2 sets the eUpVector enum in kfbxaxissystem.h to the following

    enum eUpVector {
        XAxis =    1,
        YAxis =    2,
        ZAxis =    3
    };

changing this to 

    enum eUpVector {
        XAxis =    0,
        YAxis =    1,
        ZAxis =    2
    };

fixed our problems

Hope someone finds this useful
Tom

Sukender

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Oct 29, 2010, 3:33:51 AM10/29/10
to thomas hogarth, OpenSceneGraph Users
Hi Thomas,

As discussed earlier, readerwriters should, by default, not change anything about the orientation simply because there is no "standard" one. However, a readerwriter may provide options to read/write/modify this. As far as I know, the FBX format itself doesn't define its "own" orientation.

Hope this helps.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Thomas Hogarth" <thomas....@googlemail.com> a écrit :

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Thomas Hogarth

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Oct 31, 2010, 1:20:48 PM10/31/10
to Sukender, OpenSceneGraph Users
hi Sukender

>>As far as I know, the FBX format itself doesn't define its "own" orientation.

I'm referring to which axis is used as local up when exporting from 3ds max. For example 3ds max uses the z axis as it's default up axis, but many opengl based applications use Y as up. The option i'm referring to justs swaps z and y components so that the modellers don't have to worry about the fact they have modeled their scene with a different up axis.

The osg plugin seems to handle this behaviour it was just that either the 3ds exporter and fbx sdk I was linking to seemed to be out of sync some how (which is why the enum seemed wrong)

Cheers
Tom

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