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