Hi Larry:
I was wondering if you have seen a correlation of the MSFS Effect (*.Fx) axes with the DirectX coordinate system used in MDLs via .'X'-files ?
https://msdn.microsoft.com/en-us/library/cc526969.aspx#EffectsFileFormat
https://msdn.microsoft.com/en-us/library/cc526973.aspx#CoordinateSystems
https://msdn.microsoft.com/en-us/library/windows/desktop/bb324490(v=vs.85).aspx
http://en.wikipedia.org/wiki/Cartesian_coordinate_system
< Speaking of "Hand Rules", now for a brief "comedy relief": >
Arno would likely be much more 'handy' with "3D handed-ness", of course; but generally speaking, 3D modeling applications are "right-handed".
By contrast, 3D world rendering systems (ex: Sim / Game engines ...including MSFS via Direct3D) are "left-handed"
Sketchup is a "right-handed" 3D Modeling application.
See Page 3 in: http://web.engr.oregonstate.edu/~mjb/sketchup/sketchup.6pp.pdf
NOTE: Some default and 3rd party Sketchup import / export Ruby plugin scripts have "options" to swap certain X,Y,Z 3D object coordinate axes.
[EDITED]
The MSFS 3D world rendering coordinate system explained:
https://msdn.microsoft.com/en-us/library/cc707102.aspx#AppendixI
"The Coordinate System, Basic Principles
The coordinate systems used in ESP <...and FSX ?> are left-hand, 3-D, and rectilinear. Objects are located in X,Y,Z 3-D space and are moved in the X,Y, and Z directions using translation. The following table describes how this directional translation of an object occurs in the world as well as on the screen."
[END_EDIT]
BTW: I am curious if you have done any interactive tests in a live ex: FSX session with using the SDK "Special Effects Tool" to set "The distance that the emitter is offset from its point of origin in the X, Y, and Z directions" ...as documented here:
https://msdn.microsoft.com/en-us/library/cc526969.aspx#TheFXToolDialog
An example of working with the SDK "Special Effects Tool":
http://www.fsdeveloper.com/forum/threads/effect-emitting-other-effect.426851/
GaryGB
I was wondering if you have seen a correlation of the MSFS Effect (*.Fx) axes with the DirectX coordinate system used in MDLs via .'X'-files ?
https://msdn.microsoft.com/en-us/library/cc526969.aspx#EffectsFileFormat
https://msdn.microsoft.com/en-us/library/cc526973.aspx#CoordinateSystems
https://msdn.microsoft.com/en-us/library/windows/desktop/bb324490(v=vs.85).aspx
http://en.wikipedia.org/wiki/Cartesian_coordinate_system
< Speaking of "Hand Rules", now for a brief "comedy relief": >
Arno would likely be much more 'handy' with "3D handed-ness", of course; but generally speaking, 3D modeling applications are "right-handed".
By contrast, 3D world rendering systems (ex: Sim / Game engines ...including MSFS via Direct3D) are "left-handed"
Sketchup is a "right-handed" 3D Modeling application.
See Page 3 in: http://web.engr.oregonstate.edu/~mjb/sketchup/sketchup.6pp.pdf
NOTE: Some default and 3rd party Sketchup import / export Ruby plugin scripts have "options" to swap certain X,Y,Z 3D object coordinate axes.
[EDITED]
The MSFS 3D world rendering coordinate system explained:
https://msdn.microsoft.com/en-us/library/cc707102.aspx#AppendixI
"The Coordinate System, Basic Principles
The coordinate systems used in ESP <...and FSX ?> are left-hand, 3-D, and rectilinear. Objects are located in X,Y,Z 3-D space and are moved in the X,Y, and Z directions using translation. The following table describes how this directional translation of an object occurs in the world as well as on the screen."
[END_EDIT]
BTW: I am curious if you have done any interactive tests in a live ex: FSX session with using the SDK "Special Effects Tool" to set "The distance that the emitter is offset from its point of origin in the X, Y, and Z directions" ...as documented here:
https://msdn.microsoft.com/en-us/library/cc526969.aspx#TheFXToolDialog
An example of working with the SDK "Special Effects Tool":
http://www.fsdeveloper.com/forum/threads/effect-emitting-other-effect.426851/
GaryGB
Last edited: