Sorry about not providing enough information, here is the way I am exporting the 3dm model :
First, I generate the meshes, using the RhinoMeshObjects() function, and then iterate through the generated meshes array to get the required data like, vertices, uv co-ordinates, etc. Also, I convert the quads to triangles using
I get all the data I require from the m_T, m_V, m_N arrays, which I save into a file. I also iterate thorugh the faces to get the mesh indices data.
From then on, I use the object iterator to get all the object related data, such as UUID, name, which mesh it is associated to, and so on.
- And yeah, regarding that, after I get all this data, these are the values I use to define the transformation of the Rhino objects:
ON_3dVector objPosition = ON_3dVector(0.0, 0.0, 0.0);
ON_3dVector objScale = ON_3dVector(1.0, 1.0, 1.0);
ON_Quaternion objRotation = ON_Quaternion(0.0, 0.0, 0.0, 1.0);
So, after that I just get the data about the materials and the textures, file details, and so on, which I guess aren’t vital in this context?
So, @dale, what approach should I take to ensure that the models don’t end up flipped? I am kind of clueless as the co-ordinate system of Unreal and Rhino are same, and I don’t know how to proceed from now on ?
Also, please let me know if the information I’ve given is enough or should I post more details and screenshots?