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authorBastien Montagne <montagne29@wanadoo.fr>2014-09-13 20:40:32 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-09-13 20:40:32 +0400
commitaeb4cb010eb497e3c511edcad05e8d8831a1ca12 (patch)
tree4404d8b292c17d7ebf7f158780655771cf2ded1d /io_scene_fbx/fbx_utils.py
parent307d64fa685030ebbeaaa5d8848d924b830b6101 (diff)
Fix T41808: FBX exporter does not properly position and rotate group instances
Forward/Up axes to FBX system was still wrong. Not happy with finding such issue at this stage of development. :/ Hopefully now we are OK (at least, checked all orientations with same basice file in Unity, all were imported OK).
Diffstat (limited to 'io_scene_fbx/fbx_utils.py')
-rw-r--r--io_scene_fbx/fbx_utils.py49
1 files changed, 24 insertions, 25 deletions
diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py
index d661cea2..b751025c 100644
--- a/io_scene_fbx/fbx_utils.py
+++ b/io_scene_fbx/fbx_utils.py
@@ -100,31 +100,30 @@ FBX_LIGHT_DECAY_TYPES = {
RIGHT_HAND_AXES = {
# Up, Front -> FBX values (tuples of (axis, sign), Up, Front, Coord).
- # Note: Since we always stay in right-handed system, third coord sign is always positive!
- ('X', 'Y'): ((0, 1), (1, -1), (2, 1)),
- ('X', '-Y'): ((0, 1), (1, 1), (2, 1)),
- ('X', 'Z'): ((0, 1), (2, -1), (1, 1)),
- ('X', '-Z'): ((0, 1), (2, 1), (1, 1)),
- ('-X', 'Y'): ((0, -1), (1, -1), (2, 1)),
- ('-X', '-Y'): ((0, -1), (1, 1), (2, 1)),
- ('-X', 'Z'): ((0, -1), (2, -1), (1, 1)),
- ('-X', '-Z'): ((0, -1), (2, 1), (1, 1)),
- ('Y', 'X'): ((1, 1), (0, -1), (2, 1)),
- ('Y', '-X'): ((1, 1), (0, 1), (2, 1)),
- ('Y', 'Z'): ((1, 1), (2, -1), (0, 1)),
- ('Y', '-Z'): ((1, 1), (2, 1), (0, 1)),
- ('-Y', 'X'): ((1, -1), (0, -1), (2, 1)),
- ('-Y', '-X'): ((1, -1), (0, 1), (2, 1)),
- ('-Y', 'Z'): ((1, -1), (2, -1), (0, 1)),
- ('-Y', '-Z'): ((1, -1), (2, 1), (0, 1)),
- ('Z', 'X'): ((2, 1), (0, -1), (1, 1)),
- ('Z', '-X'): ((2, 1), (0, 1), (1, 1)),
- ('Z', 'Y'): ((2, 1), (1, -1), (0, 1)), # Blender system!
- ('Z', '-Y'): ((2, 1), (1, 1), (0, 1)),
- ('-Z', 'X'): ((2, -1), (0, -1), (1, 1)),
- ('-Z', '-X'): ((2, -1), (0, 1), (1, 1)),
- ('-Z', 'Y'): ((2, -1), (1, -1), (0, 1)),
- ('-Z', '-Y'): ((2, -1), (1, 1), (0, 1)),
+ ('X', 'Y'): ((0, 1), (1, 1), (2, 1)),
+ ('X', '-Y'): ((0, 1), (1, -1), (2, -1)),
+ ('X', 'Z'): ((0, 1), (2, 1), (1, -1)),
+ ('X', '-Z'): ((0, 1), (2, -1), (1, 1)),
+ ('-X', 'Y'): ((0, -1), (1, 1), (2, -1)),
+ ('-X', '-Y'): ((0, -1), (1, -1), (2, 1)),
+ ('-X', 'Z'): ((0, -1), (2, 1), (1, 1)),
+ ('-X', '-Z'): ((0, -1), (2, -1), (1, -1)),
+ ('Y', 'X'): ((1, 1), (0, 1), (2, -1)),
+ ('Y', '-X'): ((1, 1), (0, -1), (2, 1)),
+ ('Y', 'Z'): ((1, 1), (2, 1), (0, 1)),
+ ('Y', '-Z'): ((1, 1), (2, -1), (0, -1)),
+ ('-Y', 'X'): ((1, -1), (0, 1), (2, 1)),
+ ('-Y', '-X'): ((1, -1), (0, -1), (2, -1)),
+ ('-Y', 'Z'): ((1, -1), (2, 1), (0, -1)),
+ ('-Y', '-Z'): ((1, -1), (2, -1), (0, 1)),
+ ('Z', 'X'): ((2, 1), (0, 1), (1, 1)),
+ ('Z', '-X'): ((2, 1), (0, -1), (1, -1)),
+ ('Z', 'Y'): ((2, 1), (1, 1), (0, -1)),
+ ('Z', '-Y'): ((2, 1), (1, -1), (0, 1)), # Blender system!
+ ('-Z', 'X'): ((2, -1), (0, 1), (1, -1)),
+ ('-Z', '-X'): ((2, -1), (0, -1), (1, 1)),
+ ('-Z', 'Y'): ((2, -1), (1, 1), (0, 1)),
+ ('-Z', '-Y'): ((2, -1), (1, -1), (0, -1)),
}