Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your help!

We need 7 developers from Canada and 18 more from Australia to help us complete a research survey.

Support our site by taking a quick sponsored survey and win a chance at a $50 Amazon gift card. Click here to get started!

How to build mesh position Matrix from COLLADA file?

Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
5 replies to this topic

#1 BlackJoker   Members   -  Reputation: 760


Posted 16 March 2013 - 11:11 AM



I write a converter from COLLADA to binary now and I faced with the problem:

I want to get mesh matrix from visual scenes to know how to set object in the world, but when I export mesh from 3ds max without triangulating than instead of matrix element I get only this:

<node name="Box001" id="Box001" sid="Box001">
	  <translate sid="translate">11.348564 0.000000 0.590027</translate>
	  <rotate sid="jointOrientX">1 0 0 -90.000000</rotate>
	  <instance_geometry url="#Box001-lib"/><extra><technique profile="FCOLLADA"><visibility>1.000000</visibility></technique></extra></node>


or this if I rotate this mesh before export:


<node name="Torus001" id="Torus001" sid="Torus001">
	  <translate sid="translate">5.463669 0.000000 -20.828049</translate>
	  <rotate sid="jointOrientX">1 0 0 -90.000000</rotate>
	  <rotate sid="rotateX">1 0 0 90.739616</rotate><instance_geometry url="#Torus001-lib"/><extra><technique profile="FCOLLADA"><visibility>1.000000</visibility></technique></extra></node>

Does some one know how to build from this values matrix 4*4 for DirectX?

And another question I ask, I think, in wrong thread - http://www.gamedev.net/topic/640322-issue-with-fbx-collada-exporter-in-3ds-max/#entry5043330

Who now answer for those questions, please help me with it. 


#2 hossainiir   Members   -  Reputation: 1043


Posted 17 March 2013 - 12:48 AM


try this : 


Matrix Trans = Matrix.Translation(5.463,0,-20);

Matrix RotX = Matrix.RotateX(DegreeToRadian(90.7396));

Matrix RotY = Matrix.RotateY(DegreeToRadian(0));

Matrix RotZ = Matrix.RotateZ(DegreeToRadian(0));

Matrix Scale = Matrix.Scaling(1,1,1);


TransformMatrix = Scale * RotX * RotY * RotZ * Trans;


This worked for me with XSI exporetd Collada.

Edited by hossainiir, 17 March 2013 - 12:48 AM.

خلیج تا ابد فارس

Persian Gulf

#3 Hodgman   Moderators   -  Reputation: 42262


Posted 17 March 2013 - 01:03 AM

You just need to be able to parse the translate/rotate elements and build from them translation matrices and axis-angle rotation matrices, then multiply them all together in order. My parsing code for collada node transforms looks like:
            Matrix4 matrix = Matrix4.identity.Clone();
            XmlNodeList transforms = node.SelectNodes("c:rotate | c:translate | c:scale | c:skew | c:matrix | c:lookat", nsm);
            foreach (XmlNode transform in transforms)
                string type = transform.Name;
                switch (type)
                    case "rotate":
                        Vector4 rotation = Vector4.Parse(transform.InnerText);
                    case "translate":
                        Vector4 translation = Vector4.Parse(transform.InnerText);
                    case "scale":
                        Vector4 scaling = Vector4.Parse(transform.InnerText);
                    case "matrix":
                        Matrix4 transformMatrix = Matrix4.ParseRowMajor(transform.InnerText);
                    case "skew":
                    case "lookat":
                        throw new ApplicationException(String.Format("The {0} transform type isn't implemented!", type));
            newNode.local = matrix;
            newNode.global = Matrix4.Multiply(global, newNode.local);

#4 BlackJoker   Members   -  Reputation: 760


Posted 17 March 2013 - 04:23 AM

Thanks, I wiil try this after fix another issue in my engine which influence on the position of objects in the scene.

#5 BlackJoker   Members   -  Reputation: 760


Posted 31 March 2013 - 05:19 AM

Hello to all again.

At last I implement taking out all rotations, translation and scaling. and do as said hossainiir, but It doesn`t work correctly.


If I use single matrix - scene load correctly, but if not - meshes displays not on their places as they was in 3d max originally.


On screen I use can see original 3s max scene in front.


on screen2 - scene after loading without single matrix


on screen3 displays the same scene WITH single matrix


on screen4 - you can see another one problem which I didn`t mention yet. When I begin rotation of mesh it loose its scaling and became exactly the same as it was before I use scaling in 3ds max and in addition it becomes very small. I actually export with millimeters, but I think that small size is not the real problem . Real problem is that mesh loose its form.


So, I have 2 problems.


Here is some code to show how I use matrices.

float x = 0;
float y = 0;
float z = 0;
XMMATRIX scale = XMMatrixScaling(x, y, z);


XMMATRIX rotationX = XMMatrixRotationX(x);
XMMATRIX rotationY = XMMatrixRotationY(y);
XMMATRIX rotationZ = XMMatrixRotationZ(z);


XMMATRIX translation = XMMatrixTranslation(x, y, z);
meshInfo->meshPosition = scale * rotationX * rotationY * rotationZ * translation;

After that I made the following to translate Y_UP 3s max right hand coordinate system to Y_UP left hand coordinate system in DirectX


	cm._11 = 1;
	cm._12 = 0;
	cm._13 = 0;
	cm._14 = 0;
	cm._21 = 0;
	cm._22 = 0;
	cm._23 = 1;
	cm._24 = 0;
	cm._31 = 0;
	cm._32 = 1;
	cm._33 = 0;
	cm._34 = 0;
	cm._41 = 0;
	cm._42 = 0;
	cm._43 = 0;
	cm._44 = 1;
	XMMATRIX axisZ_UPtoY_UP = XMLoadFloat4x4(&cm);

XMMATRIX scale = XMMatrixScaling(1.0f, 1.0f, -1.0f);
meshInfo->meshPosition = axisZ_UPtoY_UP*meshInfo->meshPosition;
meshInfo->meshPosition = meshInfo->meshPosition*scale;

and then I load geometry


for (int i = 0; i<meshesList[index]->vertexCount; i++)
vertices[i].position = XMFLOAT3(meshesList[index]->meshType[i].x, meshesList[index]->meshType[i].z, -meshesList[index]->meshType[i].y);
vertices[i].texture = XMFLOAT2(1-meshesList[index]->meshType[i].tu, 1-meshesList[index]->meshType[i].tv);
vertices[i].normal = XMFLOAT3(meshesList[index]->meshType[i].nx, meshesList[index]->meshType[i].nz, -meshesList[index]->meshType[i].ny);

Thats all. Could anyone tell me what I am doing wrong here?


Attached Thumbnails

  • screen.png
  • screen2.png
  • screen3.png
  • screen4.png

#6 BlackJoker   Members   -  Reputation: 760


Posted 03 April 2013 - 10:48 AM

Update: I fix issue with positioning. I just forgot to convert values to radians, but issue with scaling is still present.

Update 2: issue 2 was also fixed.

Edited by BlackJoker, 04 April 2013 - 11:56 AM.

Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.