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"Samuel B." <stb### [at] hotmailcom> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > Thanks.
> > You're welcome to the VBcode or executables for .x3d to POV if you think you can
> > use them. One thing that I'm not converting are quaternion. I got hung-up on the
> > math converting back to euler. It hasn't been a big problem but it would be nice
> > to store rotation.
> > Mike.
>
> I'll hit you up if I need it, but I haven't had a use for that recently. (Plus,
> I don't work with VBcode, but maybe Code::Blocks probably supports it.)
>
> Did the hang-up have to do with matrices? I know there's a way to derive
> position, scale and rotation info from a single matrix.
>
> I can't remember how I got rotational info out of Blender. This is the post I
> made back when I was playing with a certain Blender-to-POV data exporter (I
> can't believe it's already been 11 years!):
>
http://news.povray.org/povray.binaries.misc/thread/%3Cweb.5056a911b09798c46664708b0%40news.povray.org%3E/
>
> Sam
Thanks for pointing me to that.
11 years goes fast...
I've been exporting Blender data through .x3D which does a nice job of
formatting, but the rotations are written as quaternion. I tried tweaking a
quaternion to euler script in VB but failed. Below is a .x3d transform block.
Mike
<Transform DEF="pointData_032_TRANSFORM"
translation="9.958521 56.574299 -0.017123"
scale="0.154254 0.154254 0.154254"
rotation="0.000000 0.707107 0.707107 3.141593"
>
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