RotateMesh and mesh distortion
BlitzMax Forums/MiniB3D Module/RotateMesh and mesh distortion| 
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| Hello All. I have a basic person mesh created in Blender and exported using the python exporter plug-in found here by Gandolf. Anyways, the mesh has a walking animation which animates correctly in Blender and when imported into Minib3d. However, the mesh is upside down, so I RotateMesh and the mesh becomes completely distorted to the point where I can't tell what it is. RotateEntity however works fine in the regards of the mesh, but makes the coordinate system all messed up. Is there something I am missing here? | 
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| Gimbal lock? Maybe try Warner's matrix code, or turn the model upside down in Blender before you export? Cheers Charlie | 
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| I thought about just rotating it in Blender, but that just seems like a bit of a unnecessary work around. I'm unfamiliar with a gimbal lock. Any details? | 
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| just a guess...... maybe rotatemesh is not moving the bones so its gets totally messed up, what about rotateentity? | 
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| Rotateentity works great, but it makes all the coordinates act in reverse, which makes it very difficult to work with. | 
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| Yea, this is pretty unusable.  I want to RotateEntity along the z axis to face my character and when they happens, the mesh goes bonkers.  So, that means just flipping the mesh in blender is out. | 
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| RotateMesh should work ok. Can you send me the mesh so I can take a look? An alternative solution is to parent your mesh to a pivot, then just move the mesh using the pivot. | 
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| I have sent you the mesh. Also, I will try out pivots right now. | 
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| Actually thinking about it, RotateMesh is only suitable for use with static meshes, as it just transforms vertices and nothing else. Sorry, it should have occurred to me sooner. | 
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| Have you tried importing the mesh on 'regular' b3d, to see how it appears? If it's also upside down, then it may be a problem on the exporter... | 
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| Ok, well I used a pivot and that works great.  However, does anyone have a suggestion on how to handle the changes with it's coordinates relative to what the "normal" axis are? |