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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@@ -504,6 +504,7 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
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nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
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nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
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nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
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}
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// scaling
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