I'm having an issue with the Z-Up option for the FBX updater in Max. If I change it back and forth between Z-Up and Y-Up, my model rotates correctly, but I don't believe Z and Y are in the directions Max thinks it is; that is to say, it's accurately rotating 90º when I change the setting, but I don't believe it's interpretation of Z is correct.
Does anyone know what causes this, or how to fix it? First, I've updated the plugin, so that's not the issue. Second, I'm trying to get it from 3ds Max 2008 into OSG (Open Scene Graph); a Z-Up model coming from an OBJ gives what I would consider the correct Z direction, but an FBX gives a different direction altogether; opening up one model of each side by side gives different results.
Any help would be greatly appreciated. Thanks!
Replies
You might want to try another more widely used format like collada?
The reason we're using FBX over Collada (I believe) is because it's one of the few formats that I can export that OSG will Import. I'm not sure if Collada just doesn't work, or if it's just not as "good" as FBX for what we're doing.
Perhaps Max ( or FBX?? ) and Maya use different "handedness"?
Maya uses right, perhaps Max uses left?
In Maya try:
from preferences > Modeling > Polygon Tangent Space > Left ( or right? ) handed.
some of my coordinate stickys:
http://www.gamedev.net/community/forums/topic.asp?topic_id=256601
http://objectmix.com/graphics/132797-left-handed-systems.html
http://www.ms-news.net/f3595/maya-exporter-8181399.html
http://vfxbrain.com/questions/1/how-do-i-convert-a-transformation-matrix-from-right-handed-to-left-handed-coordin
http://feedback.unity3d.com/forums/15792-unity/suggestions/167220-make-3ds-max-and-unity-of-the-coordinate-systems-m
hope that helps.