well still busy getting the beat wired to Blender and after you implemented
true instances i was wondering on how to do that with Blender..
with the max exporter it was not so hard to do..
i could translate, rotate and scale the instances on every axis
and the data was stored in the <model> matrix...
Now it seems we need orthogonal matrices and so the scale and
rotate will have to go out of the matrix to work ...
Why has this to be done... in my understanding now it is only possible
to translate instances but not rotate and scale on every axis...
maybe i still didn't quite get what an orthogonal matrix is ... so if all
of the above is still possible i would apprechiate some info
on how to "orthogonalize matices"..
cheers
u3dreal
