That's the problem, now all i have to do is figure out how to fix it I also have the EXACT same problem with MD3 models. They have to be rotated the right way in code too. Here's a quote from the Cal3D site that may be of use:Now, for the lefthanded versus righthanded coordinate problem:
this doesn't affect the rendering in the local way (triangle scattering or what ever) but in a global way, rotations are the oposit way round and vertecis are mirrored.
I hope this helps prevent similar errors
Is this the info necessary? I guess that Irrlicht must use a right handed systemWhat coordinate system does Cal3D use?
Cal3D characters exported from a modeling package such as 3DSMax or Milkshape will be in the same coordinate system as the package. For instance, a model exported from MAX and loaded for use in an OpenGL application will require a -90 degree rotation about the X-axis to be converted to the OpenGL coordinate system.
It should also be noted that Cal3D's math classes assume a left-handed rotation system. Right-handed systems are much more common, so this is not a minor detail. Think of it like this: take your right hand and point your thumb straight up while curling your fingers a bit - kind of like you're holding a coffee mug.
Your thumb is the vector axis of rotation. If you have a positive-value rotation, you will be rotating counter-clockwise about your thumb's axis. If you have a negative-value rotation, you'll be rotating clockwise.
Now do the same thing, but with your left hand. Note that your fingers now curl around clockwise. So with positive rotation values in a left-handed system, you get a clockwise rotation. This is the opposite of the right- handed system.
PS. If someone can help fix this I'll integrate Cal3D into the engine and post it here as a patch. I've also added other things to the Cal3D scenenode such as animation changing, LOD and other fixes.