Qt3D 2.0 change object pivot
Hey there community,
currently I am trying to make a scene where I import an car object into my scene and where i can oben doors etc.
So i stripped my model into a few models.. like doors, wheels and so on
Now that i have imported these models into my scene I want to animate them. And here starts the problem.
For example: I have set in Blender the pivot/origin of a door so that i can rotate it and get an opening effect. But the pivot point is not exported into the .obj file, but reset to (0, 0, 0).
When I export my model as .fbx file, the origin is exported fine.
Is there any possiblity to set the pivot point of a mesh in qml/qt3d or is there a module for importing fbx files? As far as I know Qt3D 2.0 only supports .obj files.
In Qt3D 1.0 there was support for more formats than just .obj.
I am using Qt 5.5
nobody? i could really need some help
usually applying a rotation matrix rotates somewhat around the origin / or an axis that goes through the origin.
So a workaround might be to translate the part to the origin, rotate it, and translate it back. (you still need to know the coordinates of the pivot though):
Qt3D::QTranslateTransform *TranslateToOrigin = new Qt3D::QTranslateTransform(); TranslateToOrigin->setTranslation(QVector3D(-x_pos, -y_pos, -z_pos)); Qt3D::QRotateTransform *doorRotation = new Qt3D::QRotateTransform(); doorRotation->setAxis( door_hinge_axis ); // axis as a QVector3D.. doorRotation->setAngleDeg(openingAngle); Qt3D::QTranslateTransform *TranslateBack = new Qt3D::QTranslateTransform(); TranslateBack->setTranslation(QVector3D(x_pos, y_pos, z_pos)); // ... some code Qt3D::QTransform *doorGeoTransforms = new Qt3D::QTransform(); doorSwingOpenTransforms-->addTransform(TranslateToOrigin); doorSwingOpenTransforms-->addTransform(doorRotation); doorSwingOpenTransforms-->addTransform(TranslateBack); door_Entity->addComponent(doorGeoTransforms);
i'm sure this workaround could be optimized a bit, using just negative translate as translateBack or the like ...
hope this helps.