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Axes Swapped: Maya-->SL


GManB
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I have just noticed that the local/object z and y axes are swapped. I do know that Maya's coordinate system does use the y-axis for vertical and the z-axis for in/out. So, having the axes swapped when I export from Maya to a Collada file and import to SL makes perfect sense.

Is there a way to fix the local axes of an object from Maya so they match the axes in SL? Either during the export, during the import, or after rezzing would be fine.

Thanks,

G

 

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7 minutes ago, Wulfie Reanimator said:

Rotate the object before exporting.

Thanks Wulfie... was just testing that and see that rotating the object around x-axis +90 degrees in Maya then exporting does the trick!

G

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Just posting my experience. In addition to setting Z-axis up in preferences I needed to do two additional things:

  1. Rotate the object *back* to upright by setting x rotation to 90
    1. setting Z-axis up in prefs caused a 90 degree rotation around x-axis
  2. Freeze the transformations so the x rotation was again zero

 

After those three things then exporting to collada and importing to SL everything was okie dokie!

 

G

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