Comments (10)
Could you provide a file please? From a quick glance at the object export code I can´t see the issue
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Sorry, I meant to provide more detail after I figured out some stuff, but forgot. Making a blend file to show the issue rn, but while I was making my hack I figured out that the correct way to convert rotations is to first convert the blender rotations to YXZ (I think you're using ZXY which might be the issue), which I did by changing the rotation type to quaternions then to YXZ, then swapping the Y and Z values, then making the Z negative, then putting at into the levelscript. So if the blender YXZ Euler rotation values are bX, bY,bZ, it's (bX,bZ,-bY).
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example_incorrect_rotation.zip
this blend file should be a good demonstration of the issue.
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Ok I just woke up, I will step through the export with debug if needed, it's way easier to find issues that way, fast64 reads the actual object matrix and gets the rotation from that so all that should not be an issue but again I will check it out
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I spent way too long trying to understand why it was still wrong but then i decided to actually check if the orientation we both expected was the actual orientation, it wasn't aha
Add a simple mesh with a clear orientation, parent it to the test object
Anyways I made a fix! It's mentioned right above this comment
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Oh I didn't intend for the axes colors to represent actual specific axes if that's what you mean. Sorry for the confusion
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Should I close the issue? Not super familiar with github.
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It should be closed once the issue is resolved, the pr has no been merged so this will stay open for now
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#339 was merged
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Fixed in eee1c34
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