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Eular rotation?

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Hello, We are attempting to export animations from maya, but the data seems to be exported using eular angles instead of quaternions. Is there some way around this? DirectX Animation controller uses quats when calculating animations?

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I don't know much about exporting objects from Maya, but one way to to deal with the problem would be to convert the Euler angles to a Quaternion as explained in the link below.

http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/

Hope that helps.

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As the animation controller does the actual calculating, I can't actually do anything about it. Unless I write my own animation controller. But time is of the essence.

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