Rotation does not export properly
Posted: Mon Aug 15, 2005 10:27 am
Hello,
the Ogre exporter for Max does not export the rotation of bones properly. There is a very important difference between the way how rotations are displayed in Max and what value they really have. You can see the real values in the graph editor for example, in the transform tool you have only values up to 180°. If the rotation in your animation goes over 180°, the value automatically switches for example from 185° to -175°. However in the graph editor the correct value 185° is shown.
The problem is that the Ogre exporter exports the values displayed in the transform tool, the wrong values. The result in the engine is twitching and shrugging of bones, because Ogre interpolates between 180° and -180° for example, so the bone does a complete 360° rotation which does not look nice.
My question is: Is there a reason why the exporter takes the displayed values rather than the real values?
Thank you very much in advance.
the Ogre exporter for Max does not export the rotation of bones properly. There is a very important difference between the way how rotations are displayed in Max and what value they really have. You can see the real values in the graph editor for example, in the transform tool you have only values up to 180°. If the rotation in your animation goes over 180°, the value automatically switches for example from 185° to -175°. However in the graph editor the correct value 185° is shown.
The problem is that the Ogre exporter exports the values displayed in the transform tool, the wrong values. The result in the engine is twitching and shrugging of bones, because Ogre interpolates between 180° and -180° for example, so the bone does a complete 360° rotation which does not look nice.
My question is: Is there a reason why the exporter takes the displayed values rather than the real values?
Thank you very much in advance.