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| Original file line number | Diff line number | Diff line change | |
|---|---|---|---|
@@ -866,7 +866,7 @@ pip install pycollada | |||
| 866 | 866 | ||
| 867 | 867 | Here is the code, note that this time we do not save assets. All of the objects are transient (storing them is left as exercise). | |
| 868 | 868 | ||
| 869 | - Check how we need to fix UVs too, as UE4 do not use the OpenGL convention (damn, this is starting to become annoying ;) of texcoords origin on the left-bottom. | ||
| 869 | + Check how we need to fix UVs too, as UE4 do not use the OpenGL convention (damn, this is starting to become annoying ;) of texcoords origin on the left-bottom. More infos about switching conventions are in the below snippet about ThreeJS models. | ||
| 870 | 870 | ||
| 871 | 871 | ```python | |
| 872 | 872 | import unreal_engine as ue | |
@@ -907,7 +907,7 @@ class ColladaLoader: | |||
| 907 | 907 | v0 = transform.translation | |
| 908 | 908 | q0 = transform.quaternion | |
| 909 | 909 | ||
| 910 | - # fix axis from OpenGL to UE4 (note the quaternion multiplication) | ||
| 910 | + # fix axis from OpenGL to UE4 (note the quaternion multiplication that we use instead of inverting the z) | ||
| 911 | 911 | transform.translation = FVector(v0.z, v0.x, v0.y) * self.base_quaternion | |
| 912 | 912 | transform.quaternion = FQuat(q0[2], q0[0] * -1, q0[1] * -1, q0[3]) | |
| 913 | 913 | ||
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