The standard animation keys I am comparing against were generated in CharacterFX and exported as .b3d. These, of course, load fine and play the animation correctly.
Translating these key positions back to quats from the local pitch,yaw and roll values of each joint does return the same values but not in the right component except for w.
Its not just the function in the archives - I have created my own from C++ examples on the net and I get similar results.
Translating these key positions back to quats from the local pitch,yaw and roll values of each joint does return the same values but not in the right component except for w.
Its not just the function in the archives - I have created my own from C++ examples on the net and I get similar results.