I’m using blender (2.60) as the modeler to export mesh and skeletal animation to my home brew game engine. The problem I’m having is with the key frame rotation data.
Using “normal” orientation in pose mode seems to work the best for my needs.
I want my game engine to not care about bone rotation and direction but to simply tween the key frames given. So in the my export python script, I need to convert the rotation key frame data.
Parts of my test animation didn’t rotate correctly until I discovered I could rotate the bone in Blender. So a rotation that moving in the opposite direction it should, was corrected by this.
Rotating a bone doesn’t fix all problems. Perhaps I just need help understanding what Blender is doing and what I need to do to correct it.