Original Post
is it possible to obtain the tranformation of a 3ds encoded object in the form...
x
y
z
scaleX
scaleY
scaleZ
rotationX
rotationY
rotationZ
I have put together a basic 3ds file parser and it works ok.
But it seems that the 3ds files I have all seem to have the vertices in their final positions (already transformed), for some applications this is fine but I would like to be able to undo any tranformations on the mesh AND convert the transform into individual parts (x,y,z...).
The 3ds file also includes the transform matrix of the object, from this I can get most of the information I need but I can't figure out how to fully reverse engineer the matrix. Getting the x,y,z was easy, the rotation is kinda there but I think Im in over my head.
Any ideas, or anyone know how to do what I'm after.
oh and woooo 1st post.
x
y
z
scaleX
scaleY
scaleZ
rotationX
rotationY
rotationZ
I have put together a basic 3ds file parser and it works ok.
But it seems that the 3ds files I have all seem to have the vertices in their final positions (already transformed), for some applications this is fine but I would like to be able to undo any tranformations on the mesh AND convert the transform into individual parts (x,y,z...).
The 3ds file also includes the transform matrix of the object, from this I can get most of the information I need but I can't figure out how to fully reverse engineer the matrix. Getting the x,y,z was easy, the rotation is kinda there but I think Im in over my head.
Any ideas, or anyone know how to do what I'm after.
oh and woooo 1st post.