I posted once about some missing features in Ogre 3DS Max exporters, especially keyframes animations (no bones). Instead of waiting for this feature to be implemented by someone, I started to look at that myself and see if I can do what I need. I am really new to 3DS Max and maxscript (I am a C++ programmer).
I am trying at the moment to export simple keyframes animations from 3DS Max and I am struggling a bit with coordinates systems. I have a single object (no hierarchy) and I am simply trying to export the keyframes transformations (rotation,translation and scaling) using maxscript.
I understand that the coordinates systems are different .
It is where I need your help.What is the transformation to apply from the quaternion returned from max to be able to use it in Ogre ? At the moment I am just swapping Y and Z, but I guess it is more complex than that for rotations. Some animation seems to work, some not (rotation is wrong). If someone could give me the right transformations to apply or some code example in maxscript, it would be great.
Thanks a lot for your help.
PS.
Hey Lioric if you read by chance this thread is that feature planned in your exporter ? I can tell you that in the company we are all waiting for your exporter ! Videos previews are so impressive ! We cannot wait !

