How do you do that, is it a Null object in Blender? Is it possible to export the axes in a text file? (or even a C++ header file?!)
1. I set the
Cursor to '
World Origin' which is
xyz(0,0,0) obviously.
2. I apply the Mirror modifier to my axles, then select them all and '
Set Origin to 3D Cursor'. Now their vertices coordinates are calculated from there.
3. In '
Edit Mode', I select all the vertices of 1 of these axles, which gives me the '
Median', which tells us where the object is in regard of the
World Origin. Remember you have to
swap Y & Z when using the data in
Visual Studio.
4. To get the
vector that defines the orientation of the axle, select each of the two discs that cap the axle and note their coordinates :
5. Then from these two sets of coordinates (median point of each of the discs), figure out a vector
x1 = -3.06143
y1 = -0.904082
z1 = 1.04309
x2 = -3.06067
y2 = -1.0036
z2 = 0.943966
I'm not good-at-maths, so the other day I asked the
AI (
Gemini 2.5, in this case) who nailed it. Like :
It might seem a lenghty process but of course, the 4 axles are symmetrical (relatively to our
World Origin or _V(0,0,0). So getting the other points/vectors is easy.