Hello there

I want to add read option to use quaternions for stacked rotation elements and 
animation tracks instead of euler angles on fbx import, as they often works 
better and cut down model size (and i have couple of models which just dont 
work with euler angles for whatever reason, after being converted from fbx to 
osgb). There are already code for doings this, but it get's runned on condition 
which seems like never being evaluated to true no matter what model is:
-------> pNode->QuaternionInterpolate.IsValid() && 
pNode->QuaternionInterpolate.Get()
in fbxRAnimation.cpp around around line 337 and in fbxRNode.cpp around line 346

So i want to add option to force using quaternions instead of euler angles.

Easy way is to just add another read option to ReaderWriterFBX, and pass it all 
along the way to readFbxRotationAnimation(...) in fbxRAnimation.cpp and to 
readUpdateMatrixTransform(...) in fbxRNode.cpp

If there are anyone involved in writing fbx plugin, i'd like to hear any 
comments on this.

Cheers,
Sergey.
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to