[quote]Can anyone tell me, what the pivot point does in a 3DS file’s Keyframer data? Is it a simple offset to be added to the translation track’s translations? Or do I have to add it somewhere else(, too)?
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the pivot point is exacly a pivot point :), rotation must be done around this point, it is different than the local axis origin. so before performing rotation you must substract it. To get full mesh information, it should be read even when not using the KeyFrame and it should be used in your scenegraph as the pivot point of the object.
to setup an object :
translate object by -pivot
apply rotation
tranlate obect to its world pos
[quote]One more question: In some of the existing loaders, translation values are read like this:
x = readFloat();
z = ReadFlaot();
y = -readFloat();
Is this just to convert from z-up to y-up? Or is there another reason? I modify the mesh-matrix to convert the whole model from z-up to y-up. Isn’t this sufficient?
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In 3DS : Z is going UP, Y is going forward, and X is going to the right, depending on wich axis you use you have to convert values.
seems that in your sample :
x=x
z=y
y=-z
looks strange as for a common left hand (x right,z forward,y up) it should be read :
x=x
z=y
y=z