alvov Posted August 28, 2018 Share Posted August 28, 2018 Hello! I have a few questions/concerns about how the latest (1.2.30 as for now) version of 3ds max extractor works. Not 100% sure it's the right place for questions like these, but maybe someone could at least help me with the research : ) It seems that the extractor adds the "rotationQuaternion" property for every mesh, disregarding the "Export quaternions instead of Euler angles" checkbox in the scene properties window (this checkbox seems to only affect whether the "rotation" property of meshes contains non-zero values). So as BabylonJS (we use 3.3.0-beta.4) mesh parser uses "rotationQuaternion" as a priority property while parsing the .babylon files, it becomes impossible to work with the "rotation" property of a mesh. Is there a way to work around this and be able to not export "rotationQuaternion" in the .babylon files? Is it true that on every export the exporter generates new meshes/materials ids, even if the source hasn't changed? Does it mean that in the code it's better to rely on mesh/material name, rather than its id? It seems that some time ago the way the exporter generates names for texture image files has changed (for example what was "sphere_mat_metallicRoughness.jpg" became "sphere_rsphere_m.jpg"). Is it possible to control the pattern of the texture files naming somehow (just to make sure it won't change any more at some point in the future)? Thank you! Additional info: we've recently updated the 3ds max extractor plugin to version 1.2.30, the previous version that we used is unknown, but presumably it was a couple of months old. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 28, 2018 Share Posted August 28, 2018 You can otherwise do in your code: mesh.rotationQuaternion = null; You will be able to use rotation instead of rotationQuaternion Quote Link to comment Share on other sites More sharing options...
alvov Posted August 28, 2018 Author Share Posted August 28, 2018 Thanks @Dad72, I currently set "rotationQuaternion": null while preprocessing .babylon files, but that's a hacky way. Shouldn't the "Export quaternions instead of Euler angles" checkbox in the scene settings be in control of that? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 28, 2018 Share Posted August 28, 2018 Yes this box must not be checked in the export to export just Euler. Quote Link to comment Share on other sites More sharing options...
alvov Posted August 29, 2018 Author Share Posted August 29, 2018 Yes, but that's the problem - I uncheck the checkbox, but rotationQuaternion is still being exported Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 29, 2018 Share Posted August 29, 2018 Yes it seems a bug then. @Deltakosh will tell us more, I suppose. Quote Link to comment Share on other sites More sharing options...
alvov Posted August 29, 2018 Author Share Posted August 29, 2018 I've just been shown this https://github.com/BabylonJS/Exporters/pull/308, so I guess this is going to be fixed in the next version. Thanks! (questions 2 and 3 are still actual though) Quote Link to comment Share on other sites More sharing options...
Hersir Posted August 29, 2018 Share Posted August 29, 2018 Rotation / rotationQuaternion should be fixed by this PR Quote Link to comment Share on other sites More sharing options...
noalak Posted August 29, 2018 Share Posted August 29, 2018 Hi alvov, Exporter developer here. 1) and 2) are undesired behaviours and have been fixed in new version 1.2.31 3) When merging files, the name of the resulting file is created dynamically. Before it was referring to the material name. Some times ago the material export has been optimized. Two materials having same textures would use same merged textures. Thus we shifted to using texture names for the merged texture. I don't see why it would be updated soon but we can't ensure it won't either. If it does, we will make sure to keep retro compatibility, at least via an option somewhere. Thanks for your feedbacks! GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
alvov Posted August 30, 2018 Author Share Posted August 30, 2018 Hi @noalak I've checked with 1.2.31 and issue 1 is indeed gone, thanks! As for issue 2 - it seems to still be there, we've exported the scene two times in a row and got different ids for meshes and materials. As for 3 - ok, no problem, thank you for clarification! And I've noticed one more thing: 4. It seems that the new version ignores the instances of the meshes and exports them as separate meshes. Maybe there is some new setting or checkbox that could fix this? Thank you! Quote Link to comment Share on other sites More sharing options...
noalak Posted August 31, 2018 Share Posted August 31, 2018 Indeed, v1.2.31 introduced a critical bug regarding ids. Fixed in v1.2.32. Sorry for the inconvenience and thanks again for reporting the issue! Quote Link to comment Share on other sites More sharing options...
alvov Posted August 31, 2018 Author Share Posted August 31, 2018 Thanks @noalak it is indeed fixed ? Quote Sorry for the inconvenience and thanks again for reporting the issue! No need for apologise: not having the product at all is a much much greater inconvenience than a known bug : ) Thank you for what you do as an OSP maintainer (but that still was very kind of you, cheers!) Quote Link to comment Share on other sites More sharing options...
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