Im having some Problems to understand how i have to export my models out of blender so that when i am using the mesh with a collsion shape the rotation of the mesh fits the rotation of the collision shape.
I know that i can define the axis for the up and forward vector in blender when i export the model but for some reason the rotation of the model is alway different than the rotation of the collision shape. So is it possible that Blender and Bullet are using different rules (left and rigth hand rules ) for the coordinate system ? What are the standard up and forward axis for the collsion shapes in bullet ? In the Code i see that when the CollisonShape is created we use
new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), pos, 1.0f)); to define the starttranform of the collsion shape. So i assumed that the rotation of the exported Model needs to be equal to the starttransform of the collsion shape or am i wrong. Thanks for your help.
I know that i can define the axis for the up and forward vector in blender when i export the model but for some reason the rotation of the model is alway different than the rotation of the collision shape. So is it possible that Blender and Bullet are using different rules (left and rigth hand rules ) for the coordinate system ? What are the standard up and forward axis for the collsion shapes in bullet ? In the Code i see that when the CollisonShape is created we use
new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), pos, 1.0f)); to define the starttranform of the collsion shape. So i assumed that the rotation of the exported Model needs to be equal to the starttransform of the collsion shape or am i wrong. Thanks for your help.