Tom,
I'm pretty sure that it's not possible, apart from manually rotating the bones according to a duplicate mesh.
The reason I have multiple KEY chunks is to keep the keyframes for rotation/position/scale separate. I might have a key at frame 10 in rotation but I don't want one in the other channels. Just makes animating easier and produces smaller files since most of the time position and scale aren't really used.
I made this little util to show the chunks in a treeview, I've found it pretty usefull when dealing with b3d's.
Download
I'm pretty sure that it's not possible, apart from manually rotating the bones according to a duplicate mesh.
The reason I have multiple KEY chunks is to keep the keyframes for rotation/position/scale separate. I might have a key at frame 10 in rotation but I don't want one in the other channels. Just makes animating easier and produces smaller files since most of the time position and scale aren't really used.
I made this little util to show the chunks in a treeview, I've found it pretty usefull when dealing with b3d's.
Download