Questions about license and conversion of rotation matrix


Re: Questions about license and conversion of rotation matrix
#12
You need to multiply the two matrices.

1 0 0 0 0 -1 0 -1 0 will translate the LDraw orientation into your game engine's orientation. But it must be applied on top of the original type 1 line matrix.

I'm not families with the unreal 4 backend but I would be surprised if there isn't some matrix component block you connect the 'f' rotation block to.
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Re: Questions about license and conversion of rotation matrix - by Roland Melkert - 2015-05-14, 19:33

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