Quaternions in most Animation Files do not need the multi line code examples you usually find (and most of them do not function anyway, endless formulas and Codelines produce wrong results - at least when I wanted to convert *.wrl or *.LiA files to B3D)
After some try and error tests I found this:
For instance to convert a Quaternion of the animation keys from a VRML-File (extension .wrl) to use it on a *.b3d file, all you need is this:
or
After years of research I'm convinced the Quaternion thing is just a Hoax ;-)
.
After some try and error tests I found this:
For instance to convert a Quaternion of the animation keys from a VRML-File (extension .wrl) to use it on a *.b3d file, all you need is this:
w#=w#*180/Pi pitch#=x#*w# yaw#=-y#*w# roll#=z#*w#
or
w#=w#*180/Pi RotateEntity bone,x#*w#,-y#*w#,z#*w#
After years of research I'm convinced the Quaternion thing is just a Hoax ;-)
.