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Fixing the local axes orientation of an exported gltf model to get the correct quaternion coordinates #153

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mohAmineBrs opened this issue Jul 12, 2022 · 0 comments

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@mohAmineBrs
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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.

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