I’ve been working with Ideasman’s BVH import script so that it will create an armature and animate it. For whatever reason, it does not import the rotational animation correctly. Since the Armature uses quaterions for rotation and Ideasman’s BVH script uses x,y,z rotation of empties, I’ve been using the blender math util functions to convert the x,y,z rotation to a quaterion.
Both scripts are reading the same information, creating the same Euler rotations (same function) and generating the same quaterion, why would the armature not recieve the proper rotations? It seems that the armature bone rotations are only a small fraction of what they should be; they barely move.
Is it possible to access euler rotations for a bone or only quaterion? Has the problem with the QuatW and QuatZ been fixed in 2.34? Thansk for your help.