BREAKING CHANGE: aiQuaternion + / aiQuaternion to aiMatrix conversion does now conform to the 'usual' quaternion conventions. See the discussion at https://sourceforge.net/projects/assimp/forums/forum/817653/topic/3442128 for all the details.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@502 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -246,6 +246,9 @@ void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bo
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aiQuaternion quat;
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MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
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// FIX to get to Assimp's quaternion conventions
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quat.w *= -1.f;
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bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
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bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
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bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
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@@ -612,6 +615,9 @@ void MD5Importer::LoadMD5AnimFile ()
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MD5::ConvertQuaternion(vTemp, qKey->mValue);
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qKey->mTime = vKey->mTime = dTime;
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// we need this to get to Assimp quaternion conventions
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qKey->mValue.w *= -1.f;
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}
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}
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