MegaLeon Posted October 21, 2013 Share Posted October 21, 2013 Hi Everyone, I am working on some assets that will be exported to 3DS max, in more details I have a piece of geometry and I use a facet node with the "unique points" option checked to separate each face, run a few ops on them and then export them. After importing it in 3DS max I run a script that makes every face an instance to each other, and makes some transformations to keep them in position. Here's the catch: when I do this with a model whose faces have been separated by the facet node, it doesn't work correctly (the faces rotate at a weird angle). If, instead, I usa a copy node and stamp some boxes on the points of the SAME geometry, it all works perfectly. I believe the copy node does some automatic operations (I read something about the orient and up attributes) that corrects the orientation. I tried any sort of operation on normals with no luck - any clue about how I could make it work with the facet implementation as well? Quote Link to comment Share on other sites More sharing options...
tmdag Posted October 21, 2013 Share Posted October 21, 2013 Not sure what do you do on those points, example file would help. Copy sop reads attributes stored on points and uses them to construct transform matrix. Copy sop works as follows: Key: O = orient matrix S = scale matrix (scale * pscale) L = alignment matrix (*) R = rot matrix T = trans matrix (trans + P) (*) The alignment matrix (L) is defined by N or v and up. IF N exists AND up exists and isn't {0,0,0}: L = mlookatup(N,0,up) ELSE IF N exists: L = dihedral({0,0,1},N) ELSE IF v exists AND up exists and isn't {0,0,0}: L = mlookatup(v,0,up) ELSE IF v exists: L = dihedral({0,0,1},v) END IF orient exists: Transform = O*R*S*T ELSE: Transform = S*L*R*T END 1 Quote Link to comment Share on other sites More sharing options...
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