From 0035774eb27099076a06c9fed670ed82a8946b3a Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Wed, 25 May 2016 14:57:34 -0700 Subject: [PATCH] Fix for models exported from Daz3D. The way post rotations were being applied was incorrect. I guess we've never tried a model that used the Maya Rotate Axis property before... --- libraries/fbx/src/FBXReader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 12cd0b0a91..e6f2741098 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -759,7 +759,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS model.preTransform = glm::translate(rotationOffset) * glm::translate(rotationPivot); model.preRotation = glm::quat(glm::radians(preRotation)); model.rotation = glm::quat(glm::radians(rotation)); - model.postRotation = glm::quat(glm::radians(postRotation)); + model.postRotation = glm::inverse(glm::quat(glm::radians(postRotation))); model.postTransform = glm::translate(-rotationPivot) * glm::translate(scaleOffset) * glm::translate(scalePivot) * glm::scale(scale) * glm::translate(-scalePivot); // NOTE: angles from the FBX file are in degrees