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Hash, Inc. - Animation:Master

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Posted

hello,
I don't know where to post this question. I don't know if someone will have a reponse :
I try to export animation of the cameras and the lights to Blender.
It works, but I having a problem of trigonometry for rotations. AM uses XYZ axis while Blender uses XZY axis. So quaternions must be modified.
Being ignorant of trigonometry, I don't know how to do it. Is there a simple way to change this quaternions?

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  • Hash Fellow
Posted

I see that under the properties of the bones there are "roll method" and "Euler order"

 

Do either of those help?

  • Hash Fellow
Posted

I'm not sure of your question...

 

Are you wanting the rotations to be in something other than Quaternion, like Euler?

Posted

It is about Left-Hand and Right-Hand-Cordination systems... some software products use right-hand and some left-hand. Both are valid, neighter is better and still it needs to be translated to be understandable by the other software.

The DirectX-Exporter of A:M can do that. Does that help? I dont think it can export camera data, but it might help to figure out what needs to be changed?

 

See you

*Fuchur*

  • Hash Fellow
Posted

It is about Left-Hand and Right-Hand-Cordination systems...

Is there any transformation that could be done in A:M immediately before exporting the data?

 

Something like rotating every bone 90°?

  • Hash Fellow
Posted

Or... how about if a bone were scaled -100% on one axis? Could that turn the data around so the export would be right again at its destination?


Or... if one channel was inverted before export?

Posted

thank you for your answers. I'm going to experiment by changing in AM before converting . I'll also see the code of export .X how it's done :).

Posted

And what do quaternions have to do with any of this?

 

Nothing... it is just uncommon for people who are used to only one program. You just do not need to think about such things in that case...

 

See you

*Fuchur*

  • Hash Fellow
Posted

I'll note that in the Options>Actions panel you can set it so camera bones are made with Euler interpolation by default instead of Quat.

 

That might make for more transportable data if the destination program doesn't have Quat.

  • Admin
Posted
ll note that in the Options>Actions panel you can set it so camera bones are made with Euler interpolation by default instead of Quat.

 

 

Thanks for that reminder Robert.

For my part this is unrelated to the topic but useful never-the-less. I don't mind using quaternion for most things but for simple rotations etc. I spend a lot of time switching to Euler.

Thanks to that setting on the Options/Actions tab I can have don't have to mess with adjusting that (assuming I don't try to still do it out of habit!). :)

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