The LoaderMatrix command is used against all objects loaded using the loadmesh() command correct? How would this be used to change the matrix coord system for an object made using createmesh()?
Basically I think it comes down to the simple fact that blitz uses a direct x Left handed coordinate system, while maya uses a more standard right handed coordinate system.
Does anyone have any ideas on how I can find the relationship between the two? And a formula to solve them equally?
Stevie's idea about using turn entity instead of rotate entity did seem to solve the loose ends.. ie instead of 0 = 0, 0 would = -3.229384534E03 values on axis that were not being manipulated. But regardless, it still has the same effect, All axis work individually if X is negated, but combining values in more than one axis at a time(besides X + Y for some reason) it will produce off results.
Still banging head on keyboard over here... Google doesnt seem to be that much of a helper either.
Thanks.
Basically I think it comes down to the simple fact that blitz uses a direct x Left handed coordinate system, while maya uses a more standard right handed coordinate system.
Does anyone have any ideas on how I can find the relationship between the two? And a formula to solve them equally?
Stevie's idea about using turn entity instead of rotate entity did seem to solve the loose ends.. ie instead of 0 = 0, 0 would = -3.229384534E03 values on axis that were not being manipulated. But regardless, it still has the same effect, All axis work individually if X is negated, but combining values in more than one axis at a time(besides X + Y for some reason) it will produce off results.
Still banging head on keyboard over here... Google doesnt seem to be that much of a helper either.
Thanks.