dsman Posted April 2, 2015 Share Posted April 2, 2015 I was wondering when a 3ds max model is exported to babylon , which 3ds max shape types will map to which babylon geometry types. Also I am confused about use of Mesh.CreatePlane and BABYLON.Geometry.Premitives.Plane().applyToMesh() what's difference ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 2, 2015 Share Posted April 2, 2015 Hey, when exported from max, we export the mesh itself (all the vertices and faces). We are not using primitives in this case. For your second question: the former use the latter Geometry is more an internal object used to share data between meshes Quote Link to comment Share on other sites More sharing options...
dsman Posted April 2, 2015 Author Share Posted April 2, 2015 @Deltakosh Thanks for your answer. I got it. Vertices data of mesh (which we get by getVerticesData() ) represents location in mesh's local space right ? Any way to find their absolute position in global space ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 2, 2015 Share Posted April 2, 2015 You have to multiply them by mesh.getWorldMatrix() Quote Link to comment Share on other sites More sharing options...
dsman Posted April 3, 2015 Author Share Posted April 3, 2015 @Deltakosh I am beginner. I learnt about world space , local space and matrix transformation from http://www.codinglabs.net/article_world_view_projection_matrix.aspx and I was able to find absolute position of vertices. Thanks again . Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 3, 2015 Share Posted April 3, 2015 My pleasure! Quote Link to comment Share on other sites More sharing options...
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