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Hash, Inc. - Animation:Master

modify quaternions


Malo

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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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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*

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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°?

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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.

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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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