so I have a specific question on the Maya SDK API, as documentation on this is quite poor.
So I have extracted at a particular key frame, the X, Y, and Z angle on the respect Rotation AnimCurves.
I am, however unsure how to properly convert this to a Quaternion, as the order of X, Y, and Z could be dependent on the person using Maya.
Thanks
Anyway after many hours of debugging I did a work around to fix the bug.
It seems that a given animcurves of a bone does not necessarily give the bones local transform -- which is what I thought it did
The XYZ angles it gave me back were its global rotation -- which really wrecked me.
In order to extract the local quaternion, this seemed to work:
Loop over all keyFrameTimes
Use MAnimControl::setCurrentTime to the keyTime
localMatrix = jointPath.inclusiveMatrix() * jointPath.exclusiveMatrixInverse();
from this matrix extract the Translation/Rotation/Scale out,
and it seems to work fine
End