Original Post
I've buildt a matrix to convert a model (mesh) from one coordinate system to another. It simply rotates 90 degrees around the Y-axis then 90 degrees around the X-axis. Multiplying all vertices with this matrix gives the new locations correctly, and multiplying each animated translation with it should give correct behaviour too. What I'm less sure about is how animated rotations should be converted. What I'm converting from is Milkshape models which stores rotations as triplets (X, Y, Z), rotations around each axis. Can I just multiply them with the matrix too, or do I need some other method? I tried multiplying and it seems correct, but something inside tells me otherwise...