I'm assuming that the mesh's local coordinate system is the pelvis bone, which changes in elevation for a sit-to-stand animation, hence my problem. I would like to swing the entire animation around the X (1,0,0) axis so that distances from that axis are preserved. The command line I used was:haffax wrote:Hi cryfer,
glad you found meshmagick helpful.
Regarding your problem: I don't know why this happens. Rotating a mesh/skeleton should not change the pivot. Rotation is always around the origin of the mesh's local coordinate system, its 0/0/0 position vector.
What orientation did you change, around what of its axes? Where is the meshes pivot supposed to be? In its center, between its feet or elsewhere?
What is the command line you used for rotation?
MeshMagick.exe transform -rotate=90/1/0/0 myFile.mesh
Thanks for any tips!
Edit: For the time being, I am able to rotate the mesh when exporting by using a feature of the exporter to use Z-up instead of Y-up. The animations were correctly made expecting this setting, an oversight on my part. So, I'm no longer desperate for this feature. However, I am having a problem related to transforms about a different axis and I'm looking for a fix. link