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imcgames
PostPosted: Tue Jul 10, 2007 2:21 am    Post subject: Coordinate system Reply with quote



Joined: 10 Apr 2007
Posts: 14

HI,

Coordinate system of Grome is using (X right, Y up, Z back).
But 3dsmax is using (X right, Y front, Z up).

It makes us feel uncomfortable if we export it with Collada in Grome to
import in 3dsmax, since the coordinates of terrain messed up.

We'd like to know if there is a way to change Coordinate system of Grome.
Or, can you add an option that can change the coordinate system when we export in Collada format
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ALicu
PostPosted: Tue Jul 10, 2007 8:08 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1328

Yes, I'm aware of this situation. The problem is that COLLADA files already specify the coordinate system in them and Max importer should take care of aligning the COLLADA file coordinates into its own system. But it doesn't, so this is more like a collada Max importer bug. Anyway, I will add an option in the collada Grome exporter to have the coordinate system to any format you want. This should fix the problem.

Regards,
Adrian L.
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ALicu
PostPosted: Fri Jul 13, 2007 9:18 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1328

Hi, you can download a new version of the COLLADA exporter (that will be present in the next program patch too) from:

http://www.quadsoftware.com/storage/ExpCollada.rar

As I've expected the Max importer doesn't take care to properly convert the COLLADA coordinates into its own system. Anyway, I've included an option in the Grome exporter UI to choose the coordinate system: OpenGL (COLLADA standard), DirectX and 3DS Max (you should choose this to have the terrain properly aligned in Max).

Regards,
Adrian L.
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imcgames
PostPosted: Wed Jul 18, 2007 3:11 am    Post subject: Reply with quote



Joined: 10 Apr 2007
Posts: 14

thank you
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