These painted objects are meshes or primitives with no modifiers. But yes, unmolested transforms sounds about right... well, as right as that can sound... :)
You are right. It turns out that the scale on the painted objects is [-1,-1,-1] . Now I can get somewhere. Though honestly, I'm scratching my head trying to figure out the best way to negate the negative scale to get the correct rotation info based on this. Ideas? Hints? Again, thank you all.
One of my tools exports scenes/objects into a game engine. One of the problems I have encountered lately is that sometimes the orientation is incorrect. The engine requires eulerAngles but sometimes the angles are simply flipped. In the attached image, the Max scene is the original. The right is the exported scene in…
it looks like it could be an inverse scale. i have no idea how these transforms are applied so its not really possible to comment past simple observation. edit: if you are trying to match an object from one coordinate system to another. ie from one software to another or file etc, apply the same transformations from one to…
sadly i don't know spit about max script (maya guy). so no working code solution from me. -1 is a special case which gives the inverse. @shawnolson so i took a look at that pdf and i'm going to have to say its crap for learning simple matrix algebra in order to understand 3d matrix transforms. its intended for math majors…
i'm glad you found a workaround. its quite hard to get to a specific solution on something like this unless you start posting equations in latex or posting code. but i imagine it is quite simple and probably fixable with very little work. on a side note if you wanted to do the scale on paper you would first have to…