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Doubt about rotation about gdx-gltf HOT 4 CLOSED

mgsx-dev avatar mgsx-dev commented on September 17, 2024
Doubt about rotation

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Comments (4)

RoberMS avatar RoberMS commented on September 17, 2024 1

It works perfect! Thank you very much for your help.
and congratulations on this fantastic library, it has helped me a lot.
Regards!

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mgsx-dev avatar mgsx-dev commented on September 17, 2024

@RoberMS Hi, i don't think your question is related to gdx-gltf but libgdx 3D rotation in general. If you agree, you can close the issue :-).

Anyway, i'll try to help you out :

You can either rotate your model (90° on Y Axis depending on your axis) in your code or export your model with your desired orientation.

In Blender, to have your desired orientation, you need to put your character facing your front view and make sure your model have a default rotation (you can apply rotation if it's not the case). For skinned models, it requires more work, you have to deal with your armature as well.

If you need more help about it, you can found me and other cool people on libgdx discord server.

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RoberMS avatar RoberMS commented on September 17, 2024

Thank you for your prompt response, as you can imagine I am starting with libgdx and I am a beginner.
the idea is to do what you mention "rotate the model 90° on Y Axis" but I don't know where to do it from. cameraControl? sceneManager?, I have tried from different places but I have not had luck.
Thanks

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mgsx-dev avatar mgsx-dev commented on September 17, 2024

3D stuff is not the easiest way to start with libgdx :-) .

Anyway, maybe the best place to rotate your model in your case is on your scene ModelInstance : scene.modelInstance.transform.rotate(Vector3.Y, 90);

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