DAE Export Issue -- matrix transforms #62909

Open
opened 2019-03-25 02:30:09 +01:00 by John Ostrom · 3 comments

System Information
Operating system: macOS 10.14.3
Graphics card: NVIDIA GeForce GT 650M 1024 MB, Intel HD Graphics 4000 1536 MB

Blender Version
Broken: (example: 2.80, fa59c6a3e7, master, 2019-03-19, as found on the splash screen)
Worked: (optional)

Short description of error

When exporting an animation in collada .dae format, I have set the the transforms to be matrix. But there are some cases in nodes, where rotation, scale and translate are still present. Should it all be a matrix per export setting?

For instance, the node Cylinder still has translate, rotate and scale. But I would expect this should be consolidated into a matrix but it is not. In the export settings, the transform type was set to Matrix not "TransLocRot". Should that be "TransRotScale"? You can see the Camera and Light nodes are matrix but not the cylinder node. So, it appears the file export is inconsistent.

 <node id="Cylinder" name="Cylinder" type="NODE">
          <translate sid="location">0 0 0</translate>
          <rotate sid="rotationZ">0 0 1 0</rotate>
          <rotate sid="rotationY">0 1 0 0</rotate>
          <rotate sid="rotationX">1 0 0 0</rotate>
          <scale sid="scale">1 1 1</scale>
          <instance_controller url="#Armature_Cylinder-skin">
            <skeleton>#Armature_Bone</skeleton>
            <bind_material>
              <technique_common>
                <instance_material symbol="Material-material" target="#Material-material">
                  <bind_vertex_input semantic="UVMap" input_semantic="TEXCOORD" input_set="0"/>
                </instance_material>
              </technique_common>
            </bind_material>
          </instance_controller>
        </node>
      </node>
      <node id="Camera" name="Camera" type="NODE">
        <matrix sid="transform">0.6859207 -0.3240135 0.6515582 7.358891 0.7276763 0.3054208 -0.6141704 -6.925791 0 0.8953956 0.4452714 4.958309 0 0 0 1</matrix>
        <instance_camera url="#Camera-camera"/>
      </node>
      <node id="Light" name="Light" type="NODE">
        <matrix sid="transform">-0.2908646 -0.7711008 0.5663932 4.076245 0.9551712 -0.1998834 0.2183912 1.005454 -0.05518906 0.6045247 0.7946723 5.903862 0 0 0 1</matrix>
        <instance_light url="#Light-light"/>
      </node>

Exact steps for others to reproduce the error

Export a file in .dae Collada format. "Includes animations" should be checked and "Samples" button selected. Make sure under the Anim tab that "Transformation Type" is set to "Matrix".

Based on the default startup or an attached .blend file (as simple as possible).

The exported file is attached. Nothing spectacular.

simple.dae

**System Information** Operating system: macOS 10.14.3 Graphics card: NVIDIA GeForce GT 650M 1024 MB, Intel HD Graphics 4000 1536 MB **Blender Version** Broken: (example: 2.80, fa59c6a3e7d7, master, 2019-03-19, as found on the splash screen) Worked: (optional) **Short description of error** When exporting an animation in collada .dae format, I have set the the transforms to be matrix. But there are some cases in nodes, where rotation, scale and translate are still present. Should it *all* be a matrix per export setting? For instance, the node Cylinder still has translate, rotate and scale. But I would expect this should be consolidated into a matrix but it is not. In the export settings, the transform type was set to Matrix not "TransLocRot". Should that be "TransRotScale"? You can see the Camera and Light nodes are matrix but not the cylinder node. So, it appears the file export is inconsistent. ``` <node id="Cylinder" name="Cylinder" type="NODE"> <translate sid="location">0 0 0</translate> <rotate sid="rotationZ">0 0 1 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationX">1 0 0 0</rotate> <scale sid="scale">1 1 1</scale> <instance_controller url="#Armature_Cylinder-skin"> <skeleton>#Armature_Bone</skeleton> <bind_material> <technique_common> <instance_material symbol="Material-material" target="#Material-material"> <bind_vertex_input semantic="UVMap" input_semantic="TEXCOORD" input_set="0"/> </instance_material> </technique_common> </bind_material> </instance_controller> </node> </node> <node id="Camera" name="Camera" type="NODE"> <matrix sid="transform">0.6859207 -0.3240135 0.6515582 7.358891 0.7276763 0.3054208 -0.6141704 -6.925791 0 0.8953956 0.4452714 4.958309 0 0 0 1</matrix> <instance_camera url="#Camera-camera"/> </node> <node id="Light" name="Light" type="NODE"> <matrix sid="transform">-0.2908646 -0.7711008 0.5663932 4.076245 0.9551712 -0.1998834 0.2183912 1.005454 -0.05518906 0.6045247 0.7946723 5.903862 0 0 0 1</matrix> <instance_light url="#Light-light"/> </node> ``` **Exact steps for others to reproduce the error** Export a file in .dae Collada format. "Includes animations" should be checked and "Samples" button selected. Make sure under the Anim tab that "Transformation Type" is set to "Matrix". Based on the default startup or an attached .blend file (as simple as possible). The exported file is attached. Nothing spectacular. [simple.dae](https://archive.blender.org/developer/F6878638/simple.dae)
Author

Added subscriber: @macnib

Added subscriber: @macnib
Gaia Clary self-assigned this 2019-03-25 14:17:15 +01:00
Author

There is another bug related to this. If you set the export settings to enable translate, scale and rotate ( the TransLocRot option ), then it produces them only for node type="NODE". Otherwise, for node type="JOINT", the export still creates a matrix. Just feedback.

There is another bug related to this. If you set the export settings to enable translate, scale and rotate ( the TransLocRot option ), then it produces them only for node type="NODE". Otherwise, for node type="JOINT", the export still creates a matrix. Just feedback.
Gaia Clary was unassigned by Dalai Felinto 2019-12-23 16:34:49 +01:00

Added subscriber: @GaiaClary

Added subscriber: @GaiaClary
Philipp Oeser removed the
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Reference: blender/blender#62909
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