export, coordinate error !!!

aitang0501

05-01-2009 09:32:23

i'm new. i use 1.9.38 ofusion, in 3dsmax9 the point is (2, 8, 34) but export to osm files it changed to (2, -34, 8). it should be same. please tell me why .i see others use ofusion to export the same coordinate.

manowar

05-01-2009 12:30:45

Ogre and 3dsmax do not have the same coordinates system, this explains the difference.

aitang0501

06-01-2009 02:07:13

thanks for response!

i see max9 and ogre .i find they are same coordinate system. the right hand coordinate system.

and can you gei me the method to export these data same. i see others in networks exports the same coordinate. is the ofusion have the method(by setting something)?

thanks!

Evak

06-01-2009 04:02:51

He means the unit scale between 3dsmax and ogre are different if you use odd units of measurements in 3dsmax, including default settings.

3dsmax units are set up in the drop down menu under Customize/Units Setup

to get my units to match up with ogres I use generic max units, and set the system units setup to 1 unit = 1 meter

This makes one ogre unit = 1 meter. It's quite a small scale and some people won't like using it in max. I use it because it plays nice with physics libs which almost all work to 1 meter units. Same with 3dsmax advanced lights when rendering. The other thing is that rendering precision goes wonky past 10,000 unite from the world origin (in just about all engines) which causes weird graphics glitches, plus its always good to keep your scale quite small if your doing lots of camera and line picks for things like game ai, shooting etc where longer distances are slower to calculate

I think the default setting for 3dsmax system unit scale is 1 unit = 1inch.

aitang0501

06-01-2009 08:29:56

thanks for response.

i think you do not understand my mean. i set the max uints to 1 unit = 1 meter. but export to osm files ,the porblem exist.

in max the point coordinate is (-0.046, 0.339, 0.078) , and export to osm files the coordinate changed to <position x="-0.046491206" y="0.07824111" z="-0.33885092" />. the x axis is same. but y axis changed to -z axis.z axis changed to y axis.i think this is not relation to the max's uints setting.

manowar

06-01-2009 09:46:47

Sorry, i was in a bit of a hurry and not very clear. This is not related with scaling indeed, but to the actual axes directions.
The x axis is the same in max and ogre, however look at the y and z axis. In max z ispointing up, but in ogre y is up, it explains why z and y are swapped. After that transformation the z axis is pointing inside the screen, however in ogre z should point toward you, this explains the sign change on the z axis.
It is easier to visualise than explain, use your right hand and your fingers to represent the axes if you need to.

aitang0501

06-01-2009 10:06:42

according to your explain, i circumrotate in max. set same to ogre.but export error.problem is same.

thanks.

manowar

06-01-2009 10:15:21

What are you trying to do ? You don't have to change anything in max. The transformations are applied to make sure the scene looks the same in ogre and max. Have you tried to load an exported model/osm into ogre ? Does it look wrong ?

aitang0501

07-01-2009 09:37:13

it is strange only.i'm new.thanks you very much.