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Eular rotation?

Started by DarkZoulz Jan 17, 2005 at 6:05 AM 1 replies 800+ views
Original Post
DarkZoulz
DarkZoulz
Hello, We are attempting to export animations from maya, but the data seems to be exported using eular angles instead of quaternions. Is there some way around this? DirectX Animation controller uses quats when calculating animations?
Palle
Palle
I don't know much about exporting objects from Maya, but one way to to deal with the problem would be to convert the Euler angles to a Quaternion as explained in the link below.

http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/

Hope that helps.
DarkZoulz
DarkZoulz
As the animation controller does the actual calculating, I can't actually do anything about it. Unless I write my own animation controller. But time is of the essence.

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