local center of the mesh

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NDD
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local center of the mesh

Post by NDD »

Currently, the meshes exported from 3d max always carry out pnly
its vertex's position information.

however,there is some problem when artist export their model
from the world coordinate in max. at that time,the local center of
the mesh become just the world origin. To those modeles far away
from origin,this would lead to trouble then rotating --- the rotation radius
become very big. And Ogre's node "relativeTo " become useless because
the local and world coordinates is the same to those modeles.

I hope there would be some item in the xml description of mesh,
which tell the world coordinates valua of the origin center.

thus,to those models which exported just from the world coordibates,
the xmlconvert may just substract the center value and get the correct
local postion of model vertexes without reexport the modeles.
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SuprChikn
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Post by SuprChikn »

Is there some particular reason you cant just move the model to the origin before exporting?
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johnhpus
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Post by johnhpus »

Forgetfull artists, in my experience. =)
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sinbad
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Post by sinbad »

You can always parent the node with an offset if you want to change the local centre, but this is really a job you should be doing in the modelling tool.
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