'THREE.js rotations not mtaching FBX settings
I have set Y+ is UP and Z+ is FORWARD in the FBX export, which matches the coordinate system of Terragen, but unfortunately, when I convert the rotations to 360 degrees, they are not matching the source cameras. Have I done something wrong?
And the code I am using to convert the rotations (found here):
// Camera Rotation in XYZ Degrees
cameraRotation = ( Math.round( THREE.Math.radToDeg( camera.rotation.x ) % 360 ) ) + ' ' + ( Math.round( THREE.Math.radToDeg( camera.rotation.y ) % 360 ) )
+ ' ' + ( Math.round( THREE.Math.radToDeg( camera.rotation.z ) % 360 ) );
The XML shader value expects a three value vector seperated by spaces, that's why it is formatted strangely.
I would have posted this on the Three.js forums, but the post button has vanished for me on new topics. I guess I ask too many questions.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|


