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I imported a gltf model from blender and added it to a Threejs scene. Then when I wanted to copy cannon-es body quaternion coordinates to my model quaternion coordinates, I got weird behavior (gltf model disoriented). So I found out that the problem is when rotating a model in Blender its local axes also rotate and follow the rotation, so when exporting it in Threejs with local axes disorientation, the quaternion property will not work correctly.
So I hope that the pmndrs team finds a solution to this (or maybe the solution should be set in blender gltf exporter)
And if you are a developer and you faced this issue, just reorientate your model local axes to follow the world's original axes and everything works fine.
The text was updated successfully, but these errors were encountered:
I imported a gltf model from blender and added it to a Threejs scene. Then when I wanted to copy cannon-es body quaternion coordinates to my model quaternion coordinates, I got weird behavior (gltf model disoriented). So I found out that the problem is when rotating a model in Blender its local axes also rotate and follow the rotation, so when exporting it in Threejs with local axes disorientation, the quaternion property will not work correctly.
So I hope that the pmndrs team finds a solution to this (or maybe the solution should be set in blender gltf exporter)
And if you are a developer and you faced this issue, just reorientate your model local axes to follow the world's original axes and everything works fine.
The text was updated successfully, but these errors were encountered: