As you can see, the PRT Volume Z Axis is inverted…
Probably related to the new way particles are imported from other apps…
Wrong Way round.c4d.zip (115 KB)
We had several issues with the Z axis because we are refactoring how the coordinates of C4D objects go into Krakatoa.
When we first posted the build, the Z axis of the spot lights was flipped too. We noticed and fixed that, but it sounds like there were more issues that we missed.
We will try to post a new build on Monday once we remove all the problematic code.
Sorry for the inconveniences.
No need to be sorry, huge improvements in this build already, unbelievable! You guys rock
As for the axis flipping, I remember this was one of the first issues of Krakatoa for C4D back then in the python version. Funny it turned up again.
this is not Krakatoa related I guess though as the RealFlow plugin had the same problem for their loaders as well some time ago.
The real issue is that Krakatoa is totally axis-agnostic. You could export from virtually any application and any space (Max Z-up right-handed, Maya Y-up right-handed, RealFlow Y-up left-handed) without dealing with ANY axis transformations at all. All that needs to be done is ONE transformation matrix that turns the world space into camera space. This is the RenderMan model and we implemented KSR exactly the same way. So as long as the world on itself is consistent, Krakatoa does not care which way is Up and which way is Z. Figuring out that one matrix was usually the most difficult part of writing a KSR exporter (I wrote both the Max and the Maya Python prototypes, so I went through the pains). But there is no need to flip anything else anywhere in the actual scene data (PRT Volumes, PRT Loaders, Lights, Cameras, anything).
When we discovered you had done all the flipping in the original bridge, we started refactoring it so we could get to the ideal place where the only transform ever needed at render time would be the one camera matrix. Of course, when we are loading a BIN from RealFlow or a PRT from Max, we have to do some transformations to bring things into C4D space. But once it is there, the scene should render perfectly fine with just the one camera transform matrix.
Hopefully we will be able to clean it up next week and post a Better Build.
Could it be that this is a Mac related thing.
I tested it on Win 8 and it seems to not be inverted there.
At least not with Text and other basic objects. Or am I missing something?
Cheers,
Raphael
The Figure object is flipped in Windows as well;)
FYI I tried it with a normal polygon object (Cube with a couple of extrudes) and it is still inverted.