Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We鈥檒l occasionally send you account related emails.

Already on GitHub? Sign in to your account

Adding convertUpAxis() to ColladaLoader #12526

Closed
3 of 13 tasks
mayman99 opened this issue Oct 30, 2017 · 3 comments
Closed
3 of 13 tasks

Adding convertUpAxis() to ColladaLoader #12526

mayman99 opened this issue Oct 30, 2017 · 3 comments
Labels

Comments

@mayman99
Copy link
Contributor

mayman99 commented Oct 30, 2017

Description of the problem

Hi,

Is there any reason why options.convertUpAxis() was removed from the new ColladaLoader?

RIP convertUpAxis() , you were a very helpful function 馃槃

Three.js version
  • Dev
  • r87
  • ...
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, ...)
@Mugen87
Copy link
Collaborator

Mugen87 commented Oct 30, 2017

The former implementation was somewhat messy because the conversion was hardwired in the code of the loader. Besides, we generally agreed that this functionality should actually part of exporters, not loaders. Read #11404 see #11540 for the entire story 馃槈

The new loader automatically performs a simple rotation of the superior scene, if necessary. This should be sufficient for most use cases.

https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/ColladaLoader.js#L3424-L3428

@mayman99
Copy link
Contributor Author

Okay I see, seems out meshes are not case 馃槙
Well it seems like that we need to exchange Y_UP and Z_UP all of the meshes -gazebo meshes- by an external script to have the correct rotation when upgrading to the new Collada, well this is not a very good thing for us.
So I would say exposing this functionality would still be useful.

@v1r0x
Copy link

v1r0x commented Jan 25, 2019

Having the same problem with some collada files. I use TransformControls to build a simple editor. Other formats work fine, but using the gizmo on a collada object (in world space) moves the object on the wrong axis. I'm also confused, because I thought #11540 should re-add this method to SceneUtils.

A build-in solution to fix non y-up models would be great!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants