Fix T43935: FBX: Coordinate system axes exported incorrectly, resulting in a 180 degree rotation of meshes.

Issue found, investigated and fixed by ib_rod (Rod Boyd), thanks a bunch!

And again, a special mention to the "quality" of FBX doc (even on official API level)...
This commit is contained in:
Bastien Montagne 2015-03-09 11:46:21 +01:00
parent 9e1039dc5e
commit 660f2dd8bb
Notes: blender-bot 2023-02-14 19:58:41 +01:00
Referenced by issue #43935, FBX: Coordinate system axes exported incorrectly, resulting in a 180 degree rotation of meshes.
1 changed files with 25 additions and 25 deletions

View File

@ -99,31 +99,31 @@ FBX_LIGHT_DECAY_TYPES = {
RIGHT_HAND_AXES = {
# Up, Front -> FBX values (tuples of (axis, sign), Up, Front, Coord).
('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)),
# Up, Forward -> FBX values (tuples of (axis, sign), Up, Front, Coord).
( '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)),
}