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zarma

3dsmax Matrix and hierarchy

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zarma    122
Hi. I''m trying to export 3DSmax keyframes and hierarchy with an export plugin. The retrieved hierarchy is good. But the way I compute matrices doesn''t work. The playback result isn''t the same as 3DSmax. Can someone explain me what I''m doing wrong. I compute the offset matrix for each mesh that way: Matrix3 xtempi=node->GetNodeTM(0); xtempi.Invert(); tm=node->GetObjTMAfterWSM(0)*xtempi; I multiply each vertex from the mesh by this matrix. I store the resulting vertex. I sample the animation key frames and get the animation matrix this way: tm = node->GetNodeTM(t) * Inverse(node->GetParentTM(t)); decomp_affine(tm, &ap); Point3 pos = ap.t; Vertex vtpos; vtpos.x=pos.x; vtpos.y=pos.y; vtpos.z=pos.z; // vtpos is the sampled translation vertex // I do the same to get scale factors and rotation quaternion For playback animation, I do this way: - I build the matrix with translation/rotation/scale information from the sampled animation - I multiply this matrix with the parent matrix (if any) - A call to glMultMatrix to draw the object - I send it to the childrens to compute their matrix Thanks for your advices.

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