K3D rotation bugs

Somewhere along the line, kineme switched whatever it's using for the model loader library. From that point on, tons of models changed rotation and size values, rendering hundreds of compositions of mine as restoring incorrectly when people open them now, with no kind of prompt for the user, but also rendering the older compositions pretty much useless unless one does major re-edits.

Is there some kind of way of having old versions of the patch, concurrent with whatever the new library is? Is there something you guys could do to tag stuff, ala gl tools "deprecated patch" functionality? Short of that, which was the last version that had the old rotation and sizes? I know this has been like this for awhile, but in looking at a lot of old compositions today, I'm realizing how unfortunate it is for none of them to restore correctly.

smokris's picture
Re: K3D rotation bugs

The last release of Kineme3D to use Autodesk's slow, crash-prone, bloated, and otherwise-buggy FBXSDK to load some types of mesh files was version 1.2.

From the releases notes of the first 1.3 beta:

Quote:
Switched .obj, .dxf, .3ds, and .dae file loading from FBXSDK to Open Asset Import. (After the last FBXSDK update totally broke .3ds loading again I gave up on it. It's still around just to load .fbx meshes, though.)

Please contact us off-forum to discuss possibilities for updating pre-1.3 compositions (include some sample compositions and meshes for us to test).

gtoledo3's picture
Re: K3D rotation bugs

Fair enough, but I don't know if files are email-able because of size.

...but I caught something in that - is the Autodesk SDK still doing the fbx's? It might be reasonable for me to just convert files where things look "not to scale/facing the wrong direction" to fbx if they aren't already.

smokris's picture
Re: K3D rotation bugs

Yes, FBXSDK is still used to load (only) .fbx files. Exporting to .fbx and loading those instead might be worth a try.