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dpadam450

MD5 format

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dpadam450    2357
The animation file it spits out, for frame 1 the original pose, has random quaternions for each bone. I'm assuming the quaternions are actually the representation of the bones' orientation in the world (which in my other animations, I had offset rotation from the initial bind pose frame 1). But the initial frame, all bones should evaluate to the identity matrix since it is claming that the vertices are stored in model space. Is there something I have to do with the initial bind pose quaternions? Do I add/subtract the quaternions from the bind pose quaternion? I've never done quaternions but I assume quaternion 0,0,0,1 = identity matrix then?

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CadetUmfer    234
I haven't actually animated MD5 models, only drawn static ones. However I found this to be a great resource. I think that while the bind-pose skeleton is in model space, the animations are offsets from that.

Fake EDIT: source is at the bottom if you want to poke around that

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