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What is the significance of "Resetting Transforms" before the character is exported?

by Ji Xinyu · in Torque 3D Professional · 04/20/2013 (1:10 am) · 2 replies

Any one can give me some explanation that why we should do "Resetting Transform" before the character is exported.thank you

#1
04/20/2013 (6:22 am)
Perhaps try not doing it for a while and see if any issues crop up.

I'm guessing that this is to ensure that your player's feet are where they belong. If you've move the player during the animation process and the feet are not at 0,0,0 then your player will probably not be in the spot you expect it to be in game....
#2
04/25/2013 (1:16 am)
Because artists usually do things they should not do.
Using of non-uniform scale, mirroring, linking, unlinking.
Almost every one modifier is based on a non-affine operations and matrices hacks.Autodesk actually use filters and interpolation in order to fix artefacts on non-ortho transforms like TBN.
Reseting the transform means reseting rotation and scale of the node's transformation matrix to zero rotation and identity scale. Then they apply the hacks to a gizmo transform.
The result is at object level you have zero rotation.
Also a good idea is to convert to editable mesh at the very final, because the modifier triangulates the mesh.