FBX 3ds max export, bad vertices
- by instancedName
I need to import model in OpenGL via Fbx SdK, and for testing purposes I created a simple box centered in the (0, 0, 0), length 3, in 3ds max. Here's the image:
But when i exported it, and imported in the OpenGL it wasn't in the center. Then I exported it in ASCII format, and opened the file in Notepad, and really Z coordinates were 0, and 3.
When I converted model to editable mesh and checked every vertex in 3ds max it had expected (+-1.5, +-1.5, +-1.5) coordinates. Can anyone help me with this one? I'm really stuck. I tried to change whole bunch of parameters in 3ds max export, but every time it changes Z koordinate.