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Store local coordinates+orientation of objects in DXS

 
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D.J.Peters
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Joined: 11 Nov 2007
Posts: 8
Location: Germany

PostPosted: Mon Nov 12, 2007 11:47 pm    Post subject: Store local coordinates+orientation of objects in DXS Reply with quote

Save the curent orientation of objects in scene file too.

For example as Euler angles or as rotation Matrix or as Quaternion

Joshy
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Nov 15, 2007 7:04 am    Post subject: Reply with quote

As you've probably noticed (hence the question), anything inside the .DXS files is stored in world coordinates.

Our question to you is: why do you want to have the local coordinates and rotation? Do you want to use them for your own purposes?

[edit]Ok, never mind, just read your other posts... you are developing plugins. Frankly, the reason why we store everything in world coordinates is because that's all DeleD deals with internally. Changing that is of course possible, but it is currently not high on our priority list (not until it starts to become blocking to the implementation of artist-oriented functinoality). If you have real good reasons why you absolutely need this information, please provide us with some motivation, and we might reprioritize. Very Happy[/edit]
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D.J.Peters
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Joined: 11 Nov 2007
Posts: 8
Location: Germany

PostPosted: Thu Nov 15, 2007 3:19 pm    Post subject: Reply with quote

how you will do undo a rotation i mean if you reload the scene?
curently you must do try by error to find the angles from "original" rotation and position.

in all 3d app's i know every object has it's locat position and rotation

you can calc the center/position of an object from world coords
but not it's orientation.

for example:
if you create a car (parent object) and the doors and wheels are child objects
without local coords (axis and position) you can't rotate and steer the wheels or open/close the doors.

i hope you know what i mean (with my bad english)

Joshy
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Paul-Jan
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Location: Lage Zwaluwe

PostPosted: Thu Nov 15, 2007 4:20 pm    Post subject: Reply with quote

Yep, those are all things you cannot do with World coordinates. However, everything DeleD does at this point functionality-wise works just fine using World Coordinates, and as most of our users us DeleD to model static scenes none of that is a problem for them.

What I'm trying to get at is this: we'll most likely switch to a system using pivots and some rotational notation at some point in the future, however at the moment this is not particularly urgent to us (and there are a lot of missing features that are). You requested this functionality for a reason, I presume you need these coordinates to perform a certain task that you currently cannot. Please tell us about that... about what you need and why, because that is a lot more interesting to us than hearing about how world coordinates are not the best solution in the world (something we already know). Very Happy
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Nov 15, 2007 9:07 pm    Post subject: Reply with quote

One word: Hierarchy.

Useful not only for things like "place a torch with a built-in light pre-fab in the scene" but also for things like "I express LOD as a set of sibling nodes in the hierarchy."
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Paul-Jan
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PostPosted: Sat Nov 17, 2007 9:21 am    Post subject: Reply with quote

JWatte: Yeah, when we start supporting hiearchies/scene trees/etc we'll definitely be needing local transformations. But that won't be next week.
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