Resolving object rotation into vertices on export

(BlendedRace) #1


I’m having problems getting my head around object rotation :frowning:

In my export script I want to add all the object transformation data to the associated meshes vertex positions. I can handle the scale and translation data no problem, but the rotation data has me stumped. Someone previously recommended I look at the openGL transformation matrix procedures. I’ve done that, but am none the wiser!!!

I have a feeling I have to do Cos and Sine calculations on the vertex position using the object Rot values - but any help or pointers to suitable tutorials would be greatly appreciated.

Thanks Steve

(jms) #2


(BlendedRace) #3


Thanks for the information. That makes it a LOT clearer :smiley:
Blender does most of the calculations for us - we just need to plug in the vertex coordinates at the right place.