Original Post
I''m using the X file format right now to read in some converted .3ds models into my OGL encapsulation. Currently I''m working on reading in the animation templates and I''ve succesfully got the scale key''s to work...now I''m onto rotation and having some problems understaing how it works. In 3DSMAX I have a cube which rotates 360 degrees which resulted in two keyframes.
1.0000, 0.0000, 0.0000, 0.0000
-1.0000, 0.0000, 0.0000, 0.0000
How on earth do these numbers translate into rotation? I tried some more complex situations and noticed that no number is ever over 1 or under -1 which leads me to beleve that somehow 1 = 360 and -1 = -360 (or something of the like). If anybody has any good sites or docs I would be very apreciatve!
Thanks a ton,
~S''Greth
"Live not, code not."