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Tutorial: Transform FBX to Collada and change its origin #195
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Signed-off-by: ahcorde <[email protected]>
Codecov Report
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## ign-rendering4 #195 +/- ##
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Files 143 143
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Hits 7017 7017
Misses 6324 6324 Continue to review full report at Codecov.
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Signed-off-by: ahcorde <[email protected]>
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Just a couple minor comments. Otherwise looks good to me.
tutorials/21_transform_fbx_to_dae.md
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Now we can edit some of the properties of the object. | ||
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## Change the origin of the model |
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I just want to confirm that this is an optional step right (and not specific to fbx format)? I think some of our models (usually static background models) have offset on purpose so that when we add the model to the scene, we can just leave the pose at 0 and it'll be at the right location.
If it's an optional step, can we add something like
Sometimes a mesh may have an origin at an offset from the desired location. For example, you may want to move the origin of a robot arm to the base or move the origin of a wheel to its center.
Signed-off-by: ahcorde <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
fixed gif path in 5a3af31 Do you see the gif animation playing in preview? It's mostly a static image for me. However, I see the gifs in other tutorials working. Not sure if it's because of size issue. |
I'm doing |
Signed-off-by: ahcorde <[email protected]>
@iche033, can you try again ? |
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nice the gifs are loading for me now
Tutorial to transform a FBX file to Collada and change its origin.
Signed-off-by: ahcorde [email protected]