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Commit 01e15d6

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author
Roberto De Ioris
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fixed rotations in threejs importer
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tutorials/SnippetsForStaticAndSkeletalMeshes_Assets/threejs_importer.py

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -44,8 +44,8 @@ def build_skeleton(self, pkg_name, obj_name):
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quat = FQuat(bone['rotq'][2], bone['rotq'][0] * -1,
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bone['rotq'][1] * -1, bone['rotq'][3])
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elif 'rot' in bone:
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quat = FRotator(bone['rot'][2], bone['rot'][0] * -
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1, bome['rot'][1] * -1).quaternion()
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quat = FRotator(bone['rot'][2], bone['rot'][0] - 180
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, bone['rot'][1] - 180).quaternion()
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pos = FVector(bone['pos'][2] * -1, bone['pos'][0],
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bone['pos'][1]) * self.scale
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# always set parent+1 as we added the root bone before
@@ -227,7 +227,7 @@ def build_animation(self, pkg_name, obj_name):
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(t, FQuat(key['rot'][2], key['rot'][0] * -1, key['rot'][1] * -1, key['rot'][3])))
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else:
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rotations.append(
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(t, FRotator(key['rot'][2], key['rot'][0] * -1, key['rot'][1] * -1).quaternion()))
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(t, FRotator(key['rot'][2], key['rot'][0] - 180, key['rot'][1] - 180).quaternion()))
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pos_keys = []
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rot_keys = []
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# generate the right number of frames

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