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Confusion about GetPreRotation/GetPostRotation
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08-16-2019
08:17 AM
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Hi, I am currently working on a small animation curve importer. It starts by converting the scene into the MayaZUp axis system and proceeds with reading the curve data with
LclRotation.GetCurve(animLayer, FBXSDK_CURVENODE_COMPONENT_X)
The problem is that FbxAxisSystem::MayaYUp.ConvertScene doesn't seem to have any effect on the animation curves. According to some posts on this forum I have to take PreRotation and PostRotation into consideration. AFAICT they're always stored as X-Y-Z (Pitch-Yaw-Roll). How is the final rotation supposed to be calculated in the end? What if the node has a rotation order of, say, Y-X-Z? The rotation keyframes contained in the curve would also be in that order. How would I convert from one rotation order into another?
Some advise would be appreciated.