Use world space coordinates for the initial shape
jonathan-meier opened this issue · 0 comments
jonathan-meier commented
In Maya, shape vertex coordinates are stored in a local coordinate system and a transform node hierarchy is used to position the shapes in the scene, thus the world space vertex coordinates of a shape are obtained by applying the transformations in the node hierarchy to the local vertex coordinates. Currently, we only use the local vertex coordinates of a shape to build the initial shape, which differs from the behavior in CityEngine, where the world space vertex coordinates are used.
Task:
- Adapt Serlio to use world space vertex coordinates when building the initial shape.