[Closed] rotate coordinate sytem of imported objects from max
i am doing an importer in Maya api from a file format which has been exported from 3dsmax.
So its the same orientation as 3smax (z-up).
I queried transforms in maxscript and set the same with xform -m for testing.
That makes a perfect much except for the orientationehich shold be x -90 degree inMaya (for y up). xform -m 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1 pCube1
Of course i will do it later on in api, i just need to understand things first.
I know that the theory is that i should multipy with the coordinate sytem first and then apply the transforms.
I just dont know what my coordinate system is and how to do it all.
Any help is appreciated.
I have been battling with similar stuff on this thread: http://forums.cgsociety.org/showthread.php?f=98&t=608589
There may be something useful for you there?
seems to work with maya, thank you a lot.
Except when the object has nonuniform negative scale.
Is it supposed to workfor that case, too?