Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This fixes inconsistent unit scaling in the FBX exporter.
The exporter gets the selected export scale from the common export settings, but FBX additionally multiplied that scale by 10. At the same time, the FBX unit metadata used fixed values that did not correspond to all selectable export units.
This caused the numeric coordinates and the declared FBX system unit to represent inconsistent physical dimensions depending on the selected unit.
The change:
×10scale;UnitScaleFactoras10.0 / config.scale;OriginalUnitScaleFactor;With the available export scales, this produces:
config.scaleUnitScaleFactorThese values represent centimeters per FBX unit, keeping the physical dimensions consistent across all three selections.
The change was checked against both the binary and ASCII FBX header writers. It was also tested by exporting from MakeHuman 1.3.0 and importing the result into Autodesk 3ds Max configured in millimeters, where the resulting model dimensions were correct.
This change is independent of #298.