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  • $\begingroup$ Node transforms are hierarchical, so would it work to just apply the transform to the root node(s) of the file (or create a new root node to hold your transform, and make it the parent of all the file's root nodes)? Or are you trying to actually remove all transforms by baking them onto all the bottom-level vertex and animation data? $\endgroup$ Commented Nov 12, 2022 at 20:04
  • $\begingroup$ @NathanReed I am trying to mutate 100% of all the data. So in the original data, y is up. I am trying to change it so that z is up. Maybe I am wrong but that sounds like every single datum that uses coordinates must have it's data altered. Transform is a matrix because I want to later use this same logic to also translate/rotate the model data to change the origin. $\endgroup$
    – Makogan
    Commented Nov 13, 2022 at 6:29
  • 1
    $\begingroup$ OK, that definitely sounds like something where you just want to alter the root transform and let it automatically affect everything under it through the transform hierarchy. $\endgroup$ Commented Nov 14, 2022 at 15:03
  • $\begingroup$ @NathanReed It will be wrong, I need to modify the mesh as well, so the mesh will have been modified such that all its x,y coords are flipped, so the nodes are wrong unless tehya re modified to. $\endgroup$
    – Makogan
    Commented Nov 15, 2022 at 8:44
  • $\begingroup$ What I'm saying is you can flip the coordinates with a matrix on the top level node. You don't need to modify the individual mesh vertices at all. It's just a rotation. $\endgroup$ Commented Nov 15, 2022 at 14:56