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General Anim8or Forum / an8 file format - 3d math and quaternions
« on: August 11, 2008, 08:02:25 am »
Hi,
This is a difficult question to ask - since I'm fairly new to the whole quaternions and everything. The AN8 file format has the bones like so ...
bone { "leftHipBone"
length { 8.6686 }
orientation { (0 0 0.13761 -0.99049) }
Now I've grabbed a quaternion C++ class from a book ("3D Math Primer for Graphics and Game Development"), and it references components W,X,Y,Z which I assume are in that order in the AN8 file? Is that the case?
Is there anything special about the implementation in the AN8 file?
Thanks
(Hoping to use this to load animated models into a little render engine)
This is a difficult question to ask - since I'm fairly new to the whole quaternions and everything. The AN8 file format has the bones like so ...
bone { "leftHipBone"
length { 8.6686 }
orientation { (0 0 0.13761 -0.99049) }
Now I've grabbed a quaternion C++ class from a book ("3D Math Primer for Graphics and Game Development"), and it references components W,X,Y,Z which I assume are in that order in the AN8 file? Is that the case?
Is there anything special about the implementation in the AN8 file?
Thanks
(Hoping to use this to load animated models into a little render engine)