![]() ![]() I printed the local rotation's euler and the quaternion values, put the quaternion values into an online converter, and compared the euler value that it gave to the one that unity prints out. ![]() If it doesn't reach that, then it is fine For most of the cases, this seems fine, but if the joints in my rig go beyond a certain rotation(like, take the knee joint again, if it goes to a full-squat-like position), the euler values seem to be wrong. The fbx exporter seems to require Euler rotations when applying animation, so I used lerAngles to get the values. The rotation seems to have flipped directions. Some joints in the exported animation have the rotations wrong.Īnd the same frame looks like this in blender, Okay, I have a new issue with the fbx exporting, this time with rotations(Quaternions woo).Īnyway, as I stated first, my frames are saved in a list of Transforms with local positions and local rotations saved, and I am applying the transforms from the list when I move to a new frame/saving it to the list when I edit the frame. ![]()
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