I'm making bone-animation, and when the joints go in more extreme rotation/larger values on xyz, they suddenly flip around. Is this some euler- quaternion issue?
In Maya, all looks fine. The curves for the animation are smooth, but when exported to ogre, the flipping occurs.
I have made a demo-zip file wich contains a ogre file-set and the corrosponding scene wich is made in maya6.01 and exported with the latest version for maya6 (today is 6.july.2005)
http://www.computeranimation.dk/pr/FlippingJoints.zip
The scene is a simple poly-cylinder with a few joints. One joint rotate from far-left to far-right, and during this, the rotating joint make some funky flips.
If anyone know why this happens and how to get around it, we are several people here who will be vary happy