How is it achieved that the rotation and scaling values change after moving the mesh position?

Hello,In the PG case below, by dragging the position control lever of an object, the rotation attributes y and z values of the object are exchanged, and the scaling attributes y and z values are also exchanged. How is the function implemented here?

This is a variation of the axle system of the engine being different from the axle system of the DCC, if you want to vary this, add something like the following PG

scene.useRightHandedSystem =true;

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As per the above, I could add the following for your understanding:
Notice the “_root_” node created as a parent of your imported model.
This root node is created on import to conform “right-handed” dcc system to the “left-handed” BJS standard. The transformation is made through an inverted Z-axis and a Math.PI rotation on the Y-axis to show the model as ‘mirrored’.
From there, you have two possibilities:

  1. Use the right-handed system for your BJS scene. This means everything you will further create in BJS will also use this system. - - OR - -
  2. Unparent from this node, eventually create a new parent, if required. Then work your scene using the BJS standard “left-handed” system.

I hope this information helps and meanwhile, have a great day :sunglasses:

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@mawa @11128 My problem has been resolved. Thank you for everyone’s help and I wish everyone a happy day!

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Glad to hear that :relieved:. Since your issue is now solved, would you mind marking as a ‘Solution’ the post from @11128 (or your own post, in case you actually solved it yourself). This is good practice essentially to avoid having other people spend time looking at a topic that has been solved. Thank you and have a great day :sunglasses:

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