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Author Topic: an8 file format - 3d math and quaternions  (Read 2675 times)


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an8 file format - 3d math and quaternions
« on: August 11, 2008, 08:02:25 am »

This is a difficult question to ask - since I'm fairly new to the whole quaternions and everything. The AN8 file format has the bones like so ...
    bone { "leftHipBone"
      length { 8.6686 }
      orientation { (0 0 0.13761 -0.99049) }

Now I've grabbed a quaternion C++ class from a book ("3D Math Primer for Graphics and Game Development"), and it references components W,X,Y,Z which I assume are in that order in the AN8 file? Is that the case?

Is there anything special about the implementation in the AN8 file?

(Hoping to use this to load animated models into a little render engine)


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Re: an8 file format - 3d math and quaternions
« Reply #1 on: August 11, 2008, 10:58:05 am »

In Anim8or, the quaternion is in the order of (x,y,z,w).  See the scripting reference page and the anim8or file specification for more information.