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Key Framer Data in 3ds Files

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Does anyone out there know how the key-framer data in 3ds files is organized? I''m a bit sick of experimenting with 3ds files. I "just" need to know the following: 1) how is the key-framer data organized? Is for each frame saved the difference between frames or the data form start. An example: Translation Data: 1: [1,1,1] 2: [2,2,2] 3: [3,3,3] Now if I had this data, should I increment the position of the object in frame 1 for [1,1,1] in frame 2 for [2,2,2,]… or should I set the position in frame 1 to [1,1,1] in frame 2 to [2,2,2]…? 2) how is the rotation data to be used: An example: 1: angle:1.1 axis: x:1 y: 2 z: 3 I guess the angle is in radians.Now should I rotate around X,Y and Z axis for angle*x, angle*y, angle*z or should I rotate around a vector [x,y,z] for an angle? 3) if the latter is correct and I have to rotate around a vector and if I have some object hierarchical binding (parent-children), do I have to apply the parents’ matrix to the vector around which I rotate or not? AJASJA (ajasja.ljubetic@gimb.org)

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