when i download the store fbx file and reopen it the transform are correct.
so the question is more how to extract those info and set them in the entity transform by default instead of having t :0 0 0 / r :0 0 0 / s :1 1 1 ?
Have you looked at vertex buffer, the positions might be modified during export, making them very small numbers that leads to this?
Have you looked at exporting dialog, if there are any settings to affect this?
Actually, sorry missed one thing: you are highlighting “Mesh” in houdini and maya, but in playcanvas you’ve selected actually an entity - which essentially is root node of that model, which always will be at 0,0,0. This node has child that is your mesh, and that child will have same matrix as you need.
Confusion here is that child nodes are not exposed within the hierarchy in playcanvas tree. This is something we will be working in the future.
so to counterbalance that when you export from houdini you have *to set a scale at 100 in SOP level ( shape object ) to make it work. and with this you have a perfect match beetween houdini and playcanvas world:
That sounds like you are exporting into Centimeters. I can’t remember exactly, but I think there are settings in both the Maya settings panel and the FBX export options which determine the units used. It’s worth checking they are both correct.
When fbx is converted we extract this information:
Index buffers (can be multiple), those are “Mesh”
Nodes - those are transformation (matrix) objects. And they are hierarchical.
Mesh Instances - those relate Nodes and Meshes in one object and material.
So each model inside can have many nodes (hierarchy, same as normal hierarchy), and mesh instances, and those mesh instances can in fact reuse same index buffer (if you use “clones” of meshes around within model).
In your simple example there is only one extra node - your cube. There will be always RootNode, which is basically origin of your scene in Maya.