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FBX supports a whole range of texture properties per surface material: diffuse, specular, etc.. The property names are stored in static char* fields in SDK classs FbxSurfaceMaterial. You can get a pointer to such a material by iterating across all materials of an FbxNode using functions GetMaterialCount() and GetMaterial(index). To load a texture, you first ...


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If you have conflicting comments and code, either one or both of them are incorrect. In this case, it seems likely that the 3D rotation in the comment is supposed to be a 3D translation. In general, a 4x3 transformation matrix is like a regular 4x4 transformation matrix, but the fourth part with [0 0 0 1] is omitted for saving space and work.


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So I found it - posting the response here for future reference X/Y/Z = -7.189/0/10.136 in the Maya channel editor are rounded off values - the values themselves have a larger number of significant digits - e.g. -7.188707 so search for the first 2 decimal places only


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Make sure that the culling order is correct. This depends on whether you're using LR or RH. If you're not sure, then just try both GraphicsDevice.RasterizerStates.CullFront and GraphicsDevice.RasterizerStates.CullBack to see which one looks correct. Also, you might want to try rendering with your camera's world matrix through Matrix.Transpose.



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