Imported FBX scene gives all mesh vertex positions and node transformation matrices being mirrored, or inversed x coordinates. How to solve this? I've been stuck at this problem for a week.
My environment is left hand system. (DirectX) Therefore, +x is right, +y is up, +z is screen inward.
I've checked that not only the vertices that are mirrored, but bone matrices are also mirrored.
For example, if a model is facing +z direction, the vertices that belongs to LeftUpLeg have +x position values while RightUpLeg have -x position values. Also, the LeftUpLeg bone matrix, obtained from GetTransformLinkMatrix, has +x translation values while RightUpLeg bone matrix has -x translation values.
I've seen these 2 questions seem related to my question.
https://forums.autodesk.com/t5/fbx-forum/x-axis-is-wrong/m-p/7687732#M9163
https://forums.autodesk.com/t5/fbx-forum/export-mirrored-in-x-axis/m-p/11910995#M10726
However, manipulating manually does not seem to be right approach because it requires other modifications such as normals. Is there a way to solve this problem by simply changing import setting? If not, can anyone who has coped with this problem give explanation of manual modification step by step?
P.S. I've tried SetAxisSystem. But it doesn't make any change.
Any help will be truly appreciated.
Have you looked at the FbxAxisSystem class? Since the FBX SDK 2020.x, we have introduced the DeepConvertScene() which will apply the conversion to the scene content instead of simply affecting the first level objects of the scene.
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