demostenes Posted January 5, 2013 Share Posted January 5, 2013 When exporting nodes into mesh, it is exported with coordinates of node instead of placing this mesh on 0,0,0. Link to comment
sebastianbah Posted January 9, 2013 Share Posted January 9, 2013 Demostenes, We're sorry, but this behavior of node exporting is correct. This is used for export whole scene into mesh file. Link to comment
ulf.schroeter Posted January 9, 2013 Share Posted January 9, 2013 Why not simply provide user dialog option on node export for selection of 1) node relative or 2) world relative coordinate export ? This would provide best solution with very little implementation effort Link to comment
manguste Posted January 10, 2013 Share Posted January 10, 2013 Jiri, you need to reset position to 0,0,0 before export if you do not want to have an origin of coordinates as a pivot point. Ulf, yep, that's a rational suggestion, but not for the nearest future, I'm afraid. Will keep it in mind. Link to comment
demostenes Posted January 11, 2013 Author Share Posted January 11, 2013 Demostenes, We're sorry, but this behavior of node exporting is correct. This is used for export whole scene into mesh file. Well, if you export node as node file, coordinates are 0,0,0 (in one of recent releases it was changed to this behaviour) and in our case it meant significant time saver (try to do 1300 nodes). I think having mesh with coordinates 0,0,0 and actual objects placed like 12000,8000,500 (which is our case) can cause lots of troubles, so moving it to 0,0,0 before export is almost must. Idea of Ulf is really good, but I agree, that it is nothing crucial. Link to comment
manguste Posted January 16, 2013 Share Posted January 16, 2013 If it's common task in your project, why not write a simple editor plugin to automate it? It's basically a couple lines of code. Link to comment
Recommended Posts