{"id":10049,"date":"2022-09-22T01:16:04","date_gmt":"2022-09-21T19:46:04","guid":{"rendered":"https:\/\/jassweb.com\/solved\/solved-mesh-arent-displayed-in-their-correct-positions-for-a-fbx-model-of-multiple-meshes\/"},"modified":"2022-09-22T01:16:04","modified_gmt":"2022-09-21T19:46:04","slug":"solved-mesh-arent-displayed-in-their-correct-positions-for-a-fbx-model-of-multiple-meshes","status":"publish","type":"post","link":"https:\/\/jassweb.com\/solved\/solved-mesh-arent-displayed-in-their-correct-positions-for-a-fbx-model-of-multiple-meshes\/","title":{"rendered":"[Solved] Mesh aren&#8217;t displayed in their correct positions for a FBX model of multiple meshes"},"content":{"rendered":"<p> [ad_1]<br \/>\n<\/p>\n<div id=\"answer-35581506\" class=\"answer js-answer downvoted-answer accepted-answer js-accepted-answer\" data-answerid=\"35581506\" data-parentid=\"29496325\" data-score=\"-29\" data-position-on-page=\"2\" data-highest-scored=\"0\" data-question-has-accepted-highest-score=\"0\" itemprop=\"suggestedAnswer\" itemscope itemtype=\"https:\/\/schema.org\/Answer\">\n<div class=\"post-layout\">\n<div class=\"votecell post-layout--left\"><\/div>\n<div class=\"answercell post-layout--right\">\n<div class=\"s-prose js-post-body\" itemprop=\"text\">\n<div>\n<aside class=\"s-notice s-notice__info post-notice js-post-notice mb16\" role=\"status\">\n<div class=\"d-flex fd-column fw-nowrap\">\n<div class=\"d-flex fw-nowrap\">\n<div class=\"flex--item mr8\">\n                        <svg aria-hidden=\"true\" class=\"svg-icon iconLock\" width=\"18\" height=\"18\" viewbox=\"0 0 18 18\"><path d=\"M16 9a2 2 0 0 0-2-2V6A5 5 0 0 0 4 6v1a2 2 0 0 0-2 2v6c0 1.1.9 2 2 2h10a2 2 0 0 0 2-2V9Zm-7 5a2 2 0 1 1 0-4 2 2 0 0 1 0 4Zm3.1-7H5.9V6a3.1 3.1 0 0 1 6.2 0v1Z\"><\/path><\/svg><\/div>\n<div class=\"flex--item wmn0 fl1 lh-lg\">\n<div class=\"flex--item fl1 lh-lg\">\n                        <b>Locked<\/b>. There are disputes about this answer\u2019s content being resolved at this time. It is not currently accepting new interactions.<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/aside>\n<\/div>\n<p>According to <a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/docs.autodesk.com\/FBX\/2014\/ENU\/FBX-SDK-Documentation\/index.html?url=cpp_ref\/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e\">the Transformations example code<\/a> in Autodesk&#8217;s official SDK, a node&#8217;s global position in the world space is recursively calculated by the CalculateGlobalTransform(FbxNode* pNode) function as in the sample code below. Very important things to notice are this function takes into account not just pre and post rotations, but also pivot location and offsets. <em>Also depending on the node&#8217;s transformation inheritance type, the transformation formula changes<\/em>.<\/p>\n<p>In case you import the model from <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Autodesk_3ds_Max\">3ds\u00a0Max<\/a>, after calculating a node&#8217;s global transformation information, you still have to multiply it with geometric transformations in order to find the position of node attribute in global coordinates.<\/p>\n<pre><code>\/*\n    Copyright (C) 2013 Autodesk, Inc.\n    Terminology:\n    Suffix \"M\" means this is a matrix, suffix \"V\" means it is a vector.\n    T is translation.\n    R is rotation.\n    S is scaling.\n    SH is shear.\n    GlobalRM(x) means the Global Rotation Matrix of node \"x\".\n    GlobalRM(P(x)) means the Global Rotation Matrix of the parent node of node \"x\".\n    All other transforms are described in the similar way.\n\n    The algorithm description:\n    To calculate global transform of a node x according to different InheritType,\n    we need to calculate GlobalTM(x) and [GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x))] separately.\n    GlobalM(x) = GlobalTM(x) * [GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x))];\n\n    InhereitType = RrSs:\n    GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * LocalRM(x) * [GlobalSHM(P(x)) * GlobalSM(P(x))] * LocalSM(x);\n\n    InhereitType = RSrs:\n    GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * [GlobalSHM(P(x)) * GlobalSM(P(x))] * LocalRM(x) * LocalSM(x);\n\n    InhereitType = Rrs:\n    GlobalRM(x) * (GlobalSHM(x) * GlobalSM(x)) = GlobalRM(P(x)) * LocalRM(x) * LocalSM(x);\n\n    LocalM(x)= TM(x) * RoffsetM(x)  * RpivotM(x) * RpreM(x) * RM(x) * RpostM(x) * RpivotM(x)^-1 * SoffsetM(x) *SpivotM(x) * SM(x) * SpivotM(x)^-1\n    LocalTWithAllPivotAndOffsetInformationV(x) = Local(x).GetT();\n    GlobalTV(x) = GlobalM(P(x)) * LocalTWithAllPivotAndOffsetInformationV(x);\n\n    Notice: FBX SDK does not support shear yet, so all local transform won't have shear.\n    However, global transform might bring in shear by combine the global transform of node in higher hierarchy.\n    For example, if you scale the parent by a non-uniform scale and then rotate the child node, then a shear will\n    be generated on the child node's global transform.\n    In this case, we always compensates shear and store it in the scale matrix too according to following formula:\n    Shear*Scaling = RotationMatrix.Inverse * TranslationMatrix.Inverse * WholeTranformMatrix\n*\/\n\nFbxAMatrix CalculateGlobalTransform(FbxNode* pNode)\n{\n    FbxAMatrix lTranlationM, lScalingM, lScalingPivotM, lScalingOffsetM, lRotationOffsetM, lRotationPivotM, \\\n                lPreRotationM, lRotationM, lPostRotationM, lTransform;\n\n    FbxAMatrix lParentGX, lGlobalT, lGlobalRS;\n\n    if(!pNode)\n    {\n        lTransform.SetIdentity();\n        return lTransform;\n    }\n\n    \/\/ Construct translation matrix\n    FbxVector4 lTranslation = pNode-&gt;LclTranslation.Get();\n    lTranlationM.SetT(lTranslation);\n\n    \/\/ Construct rotation matrices\n    FbxVector4 lRotation = pNode-&gt;LclRotation.Get();\n    FbxVector4 lPreRotation = pNode-&gt;PreRotation.Get();\n    FbxVector4 lPostRotation = pNode-&gt;PostRotation.Get();\n    lRotationM.SetR(lRotation);\n    lPreRotationM.SetR(lPreRotation);\n    lPostRotationM.SetR(lPostRotation);\n\n    \/\/ Construct scaling matrix\n    FbxVector4 lScaling = pNode-&gt;LclScaling.Get();\n    lScalingM.SetS(lScaling);\n\n    \/\/ Construct offset and pivot matrices\n    FbxVector4 lScalingOffset = pNode-&gt;ScalingOffset.Get();\n    FbxVector4 lScalingPivot = pNode-&gt;ScalingPivot.Get();\n    FbxVector4 lRotationOffset = pNode-&gt;RotationOffset.Get();\n    FbxVector4 lRotationPivot = pNode-&gt;RotationPivot.Get();\n    lScalingOffsetM.SetT(lScalingOffset);\n    lScalingPivotM.SetT(lScalingPivot);\n    lRotationOffsetM.SetT(lRotationOffset);\n    lRotationPivotM.SetT(lRotationPivot);\n\n    \/\/ Calculate the global transform matrix of the parent node\n    FbxNode* lParentNode = pNode-&gt;GetParent();\n    if(lParentNode)\n    {\n        lParentGX = CalculateGlobalTransform(lParentNode);\n    }\n    else\n    {\n        lParentGX.SetIdentity();\n    }\n\n    \/\/Construct Global Rotation\n    FbxAMatrix lLRM, lParentGRM;\n    FbxVector4 lParentGR = lParentGX.GetR();\n    lParentGRM.SetR(lParentGR);\n    lLRM = lPreRotationM * lRotationM * lPostRotationM;\n\n    \/\/Construct Global Shear*Scaling\n    \/\/FBX SDK does not support shear, to patch this, we use:\n    \/\/Shear*Scaling = RotationMatrix.Inverse * TranslationMatrix.Inverse * WholeTranformMatrix\n    FbxAMatrix lLSM, lParentGSM, lParentGRSM, lParentTM;\n    FbxVector4 lParentGT = lParentGX.GetT();\n    lParentTM.SetT(lParentGT);\n    lParentGRSM = lParentTM.Inverse() * lParentGX;\n    lParentGSM = lParentGRM.Inverse() * lParentGRSM;\n    lLSM = lScalingM;\n\n    \/\/Do not consider translation now\n    FbxTransform::EInheritType lInheritType = pNode-&gt;InheritType.Get();\n    if(lInheritType == FbxTransform::eInheritRrSs)\n    {\n        lGlobalRS = lParentGRM * lLRM * lParentGSM * lLSM;\n    }\n    else if(lInheritType == FbxTransform::eInheritRSrs)\n    {\n        lGlobalRS = lParentGRM * lParentGSM * lLRM * lLSM;\n    }\n    else if(lInheritType == FbxTransform::eInheritRrs)\n    {\n        FbxAMatrix lParentLSM;\n        FbxVector4 lParentLS = lParentNode-&gt;LclScaling.Get();\n        lParentLSM.SetS(lParentLS);\n\n        FbxAMatrix lParentGSM_noLocal = lParentGSM * lParentLSM.Inverse();\n        lGlobalRS = lParentGRM * lLRM * lParentGSM_noLocal * lLSM;\n    }\n    else\n    {\n        FBXSDK_printf(\"error, unknown inherit type! \\n\");\n    }\n\n    \/\/ Construct translation matrix\n    \/\/ Calculate the local transform matrix\n    lTransform = lTranlationM * lRotationOffsetM * lRotationPivotM * lPreRotationM * lRotationM * lPostRotationM * lRotationPivotM.Inverse()\\\n                 * lScalingOffsetM * lScalingPivotM * lScalingM * lScalingPivotM.Inverse();\n    FbxVector4 lLocalTWithAllPivotAndOffsetInfo = lTransform.GetT();\n    \/\/ Calculate global translation vector according to:\n    \/\/ GlobalTranslation = ParentGlobalTransform * LocalTranslationWithPivotAndOffsetInfo\n    FbxVector4 lGlobalTranslation = lParentGX.MultT(lLocalTWithAllPivotAndOffsetInfo);\n    lGlobalT.SetT(lGlobalTranslation);\n\n    \/\/Construct the whole global transform\n    lTransform = lGlobalT * lGlobalRS;\n\n    return lTransform;\n}\n<\/code><\/pre>\n<\/p><\/div>\n<div class=\"mt24\"><\/div>\n<\/div>\n<p>            <span class=\"d-none\" itemprop=\"commentCount\">4<\/span> <\/p><\/div>\n<\/div>\n<p>[ad_2]<\/p>\n<p>solved Mesh aren&#8217;t displayed in their correct positions for a FBX model of multiple meshes <\/p>\n","protected":false},"excerpt":{"rendered":"<p>[ad_1] Locked. There are disputes about this answer\u2019s content being resolved at this time. It is not currently accepting new interactions. According to the Transformations example code in Autodesk&#8217;s official SDK, a node&#8217;s global position in the world space is recursively calculated by the CalculateGlobalTransform(FbxNode* pNode) function as in the sample code below. Very important &#8230; <a title=\"[Solved] Mesh aren&#8217;t displayed in their correct positions for a FBX model of multiple meshes\" class=\"read-more\" href=\"https:\/\/jassweb.com\/solved\/solved-mesh-arent-displayed-in-their-correct-positions-for-a-fbx-model-of-multiple-meshes\/\" aria-label=\"More on [Solved] Mesh aren&#8217;t displayed in their correct positions for a FBX model of multiple meshes\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[320],"tags":[324,2771,2793,1082,2792],"class_list":["post-10049","post","type-post","status-publish","format-standard","hentry","category-solved","tag-c","tag-fbx","tag-mesh","tag-opengl","tag-transformation"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>[Solved] Mesh aren&#039;t displayed in their correct positions for a FBX model of multiple meshes - JassWeb<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/jassweb.com\/solved\/solved-mesh-arent-displayed-in-their-correct-positions-for-a-fbx-model-of-multiple-meshes\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"[Solved] Mesh aren&#039;t displayed in their correct positions for a FBX model of multiple meshes - JassWeb\" \/>\n<meta property=\"og:description\" content=\"[ad_1] Locked. There are disputes about this answer\u2019s content being resolved at this time. It is not currently accepting new interactions. According to the Transformations example code in Autodesk&#8217;s official SDK, a node&#8217;s global position in the world space is recursively calculated by the CalculateGlobalTransform(FbxNode* pNode) function as in the sample code below. Very important ... 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There are disputes about this answer\u2019s content being resolved at this time. It is not currently accepting new interactions. According to the Transformations example code in Autodesk&#8217;s official SDK, a node&#8217;s global position in the world space is recursively calculated by the CalculateGlobalTransform(FbxNode* pNode) function as in the sample code below. Very important ... 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