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).
This commit is contained in:
parent
307d64fa68
commit
aeb4cb010e
Notes:
blender-bot
2023-02-14 20:03:11 +01:00
Referenced by issue #41808, FBX exporter does not properly position and rotate group instances
|
@ -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)),
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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)),
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue