Posted 26 July 2012 - 04:00 PM
Hi everyone, I'm writing an exporter for my animation format in Maxscript, and I ran into a problem with angles. Basically, the angles start out as denormalized euler angles, but I have to do some transformation operations on them to get them in the proper format. Since you can't just do operations on euler angles in maxscript, I have to convert them to quaternions first-- the problem is, this automatically normalizes them, which causes its own host of problems. Basically my question is (yes, I've googled it), is there any way at all to convert back and forth from euler angles and quaternions without normalizing them? Or is there some way to un-normalize them given the starting angle? All I need to do is subtract the new position from the starting one, but even basic subtraction wreaks havok if you try it on a euler angle. If all else fails, is there some way of subtracting denormalized euler angles? The only remaining courses of action if I don't find a way to do this is to completely change my format so it uses quaternions, and that'd take a lot of editing.
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