CubeCreator points its camera, not at a specific cube, but at a marker in the scene. Markers are normally not visible, i.e., they are not rendered. In this case, the purpose of the marker is to be a target (sometimes called a point of interest) of the camera.
Creating a marker is very similar to creating a camera:
KFbxMarker* myMarker = KFbxMarker::Create(myScene, ""); KFbxNode* myMarkerNode = KFbxNode::Create(myScene, ""); myMarkerNode->SetNodeAttribute(myMarker); myRootNode->AddChild(myMarkerNode);
Here we set the marker’s translation, rotation, and scaling (the TRS properties):
// The marker is positioned above the origin. // There is no rotation // and no scaling. myMarkerNode->LclTranslation.Set (KFbxVector4(0.0, 40.0, 0.0)); myMarkerNode->LclRotation.Set (KFbxVector4(0.0, 0.0, 0.0)); myMarkerNode->LclScaling.Set (KFbxVector4(1.0, 1.0, 1.0));
LclTranslation.Set() sets the default position of a node, in this case, the node for the marker. Note that:
Similarly, the rotation and scaling of a node are also defaults and are also relative to the parent node.