Howdy
I’m curious about the GlobalSettings properties within an fbx file and whether they will be exposed by the Aspose.ThreeD.AssetInfo class as properties.
I exported a model from 3ds max to fbx ascii and these were the values:
GlobalSettings: {
Version: 1000
Properties70: {
P: “UpAxis”, “int”, “Integer”, “”,1
P: “UpAxisSign”, “int”, “Integer”, “”,1
P: “FrontAxis”, “int”, “Integer”, “”,2
P: “FrontAxisSign”, “int”, “Integer”, “”,1
P: “CoordAxis”, “int”, “Integer”, “”,0
P: “CoordAxisSign”, “int”, “Integer”, “”,1
P: “OriginalUpAxis”, “int”, “Integer”, “”,2
P: “OriginalUpAxisSign”, “int”, “Integer”, “”,1
P: “UnitScaleFactor”, “double”, “Number”, “”,100
P: “OriginalUnitScaleFactor”, “double”, “Number”, “”,100.00000066
P: “AmbientColor”, “ColorRGB”, “Color”, “”,0,0,0
P: “DefaultCamera”, “KString”, “”, “”, “Producer Perspective”
P: “TimeMode”, “enum”, “”, “”,6
P: “TimeProtocol”, “enum”, “”, “”,2
P: “SnapOnFrameMode”, “enum”, “”, “”,0
P: “TimeSpanStart”, “KTime”, “Time”, “”,0
P: “TimeSpanStop”, “KTime”, “Time”, “”,153953860000
P: “CustomFrameRate”, “double”, “Number”, “”,-1
P: “TimeMarker”, “Compound”, “”, “”
P: “CurrentTimeMarker”, “int”, “Integer”, “”,-1
}
}
It would be nice if I had some awareness or control over these values, primarily the axis values to allow me to modify the coordinate system.
I also believe this information may be lost when opening a scene, and then saving the scene. The saved result is different from the source when opened in 3ds max/Unity 3d. I imagine because the axis values are lost.
I have found documentation here on the values: FBX C++ API Reference: FbxAxisSystem Class Reference
It’s not an easy task, I imagine, and it may have backward compatibility issues if introduced.
Also, I’ve scoured the knowledge based and I can’t really find an answer, or whether this next question make sense…
Does Aspose.ThreeD.Scene load files in a coordinate system that is consistant across all file types?
Thanks