Hy.
I have create a collada importer , in opengl.
Now I’m try to export in collada from 3ds , but how are the opengl coords?Right hand or left hand(I think right hand) ?
I suppose that in 3ds i have a cordinate system that is not equal to opengl , how i can adapt the axis?
openGL -> Maya, Blender, XSI Right handed (Y up, X on the right, Z toward you)
directX -> 3dStudio Max Left handed (Z up, X on the right, Y away from you)
To convert from Right to Left handed Swap Y with Z and negate the Z. Alternatively you can rotate by -90 deg on the X axis.
Method 1 and 2 are equivalent
Swap Y with Z and negate the Z is like multiplying by
1 0 0 0
0 0 1 0
0 -1 0 0
0 0 0 1
that is the rotation matrix on X axis with alpha -90. No screwed coords.
Then I suppose it a matter of habits, I always associate Max with directX, sorry.
Max have Z up and Y away from you. It’s a right handed system
DirectX use a left handed, Y up and Z away from you.
Question:
“I suppose that in 3ds i have a cordinate system that is not equal to openGL , how i can adapt the axis?”
Solution:
“Max have Z up and Y away from you. It’s a right handed system
So, to recap. 3DS models are only rotated.”
He don’t want to swap from left handed to right handed. I’m sorry if I made a bit of confusion, but 3DS Max is the only (BIG) program in the world that use Z up. :-S