XSI to UE4 Plugin - Place Instances

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blaxxun
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Joined: 04 Mar 2014, 13:23
Location: Austria

XSI to UE4 Plugin - Place Instances

Post by blaxxun » 05 Jul 2019, 01:15

Hello friends,

Iam writing a little plugin for UE4 to spawn Static Mesh Actors into the UE4 Scene/Level.

Its like matching the XSI Instances living in an XSI Scene to the Level in UE4.

It works well already, BUT i have problems with the Rotations.

As long as i rotate only two axis of an object in XSI and one axis stays zero it gets matched correctly into UE4.
But if i rotate 3 axis at the same time in XSI, the objects rotation in UE4 is different.

I made the Y and Z axis adjustments already and they get swapped correctly.

But the reason is, i think that, internally each engine handles rotations differently.

I read that UE4 handles the rotations internally with quaternions.
About XSI iam not sure how it handles rotations internally? Euler?

So the big question for me is now. How to translate the XSI rotation values correctly to the UE4 rotation values.

Does anybody know anything about this topic?

Thanks!!
Rotation_Differences.png
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User avatar
blaxxun
Posts: 43
Joined: 04 Mar 2014, 13:23
Location: Austria

Re: XSI to UE4 Plugin - Place Instances

Post by blaxxun » 06 Jul 2019, 15:47

As far as i know now i have to translate the XSI Euler values to a Rotation Matrix manipulate it and then back to Euler for UE4.

Does anybody know the Rotation Order in XSI. From the docs i read that its XYZ for bones.
But does this apply to the Editor as well?