I have exported an object created in Blender as a OBJ file. I then import this as a mesh in to a media server. The mesh/object displays correctly, in the correct position. Everything is good.
However, when the object/mesh is rotated in the media server it does not rotate around it’s own axis/centre. It seems to rotate in a global way. This is a problem I need to solve. I have tried looking at the export settings in Blender but do not know how to change this.
hello,
does putting the object origin at the same place as the world origin solves the problem?
I’m not familiar with your case in particular, but when exporting in unreal engine, it reassigns the object origin to the world origin and you need to set everything to coordinate 0.0.0. i was wondering if your problem was similar
I’m not aware that OBJ can save locate coordinates… so when the object shows up correctly orientated and your rotation does it the wrong way/axis then you simple might have forgoten that different “drawing systems” use different axis orientations ? Like so:
After doing quite a bit of testing this morning, it would seem that I have to have the object centred in the blender world when exporting in order to have the rotation controls I want in the secondary software that I am importing it in to.
Is that what you were suggesting?
Initially I had been positioning the objects in Blender exactly where I wanted them to be when importing them in to the secondary software. I thought that applying the transforms in Blender, would solve my problem, but that doesn’t seem to make any difference either way. I have a quite a lot of meshes so I thought I was saving myself a lot of time by positioning them in Blender.
This is not really a big problem, so long as I know understand how it works. Thanks for the help!
Thank you, I will take a look at this guide. The OBJ file that I import does seem to have the location coordinates because my object/mesh is located exactly where I wanted it (where it was positioned in Blender). However, the rotation is being taken from the centre of Blenders world.
When I export from Blender I am setting the axis coordinates to -x, y. This results in the correct orientation in my secondary software.