When I import my blender models into my application the relative translations between object are quite wierd. Can anyone tell me how to fix this? Do I have to centre all object around their origins?
I’m sure that when you Append objects into Blender, they retain their position and rotaion and size relative to the file you imported them from.
However if you append objects that were Parented to something in the import file, but don’t import the parent, then the objects will retain their pre-parented positions/rot/size.
Hope this explains,
Sonix.
I don’t append objects into Blender. I use the models in a graphics engine. The thing is that the objects, when imported into the engine, don’t have the same spatial relationsship as in blender. Which I guess have something to do with their local coordinatesystem.
Ok I see what you mean now. The 3D app you are importing into, thinks that the objects have been created in the TOP view window.
In Blender, you need to Add all objects using the Top view only. If you Add anything in the other views, the co-ords will change as if the view was Top, so things will rotate and move.
A good way to get round this, is to select an object in Blender, then hit ALT R to remove rotation. Then enter EDIT mode for that object, select all verts and rotate back to correct position.
You will need to repeat this for all objects before importing them into another 3D app.
So as a rule always ADD new objects in the TOP view, then rotate/move/size etc from the other viewing angles.
Sonix.
Ok I see, thanx for the help.
I realized that the export script that I used didn’t take in account the object transformations. When I multiplied the vertices with the objects transformation matrix everything worked as it should.