This bug is a place-holder to put in optimizations to the pre-post transform matrices that will improve the quality of the output OBJ8.
When a data block is loc-only key framed OR its rotation key frames are static (all rotations have the same orientation) we want the post-animation coordinate system of the bone wrapped around the data block to be pre-rotation, so that we can avoid writing the rotation as ananimation prefix.
(This optimizes nested animations by avoiding intermediate rotations and their associated static translations.)
When an armature bone's rotation is static (unchanging) we want the post-animation matrix of the armature to contain only the translation.
(This is the same case as above, but for armatures.)
When an armature bone is loc+rot key-framed, we want our post-animation coordinate system to be around the tail of the armature. (I'm not sure there's any other possible implementation.)
(This optimizes out a static translation per armature rotation, at least in theory.
This bug is a place-holder to put in optimizations to the pre-post transform matrices that will improve the quality of the output OBJ8.
(This optimizes nested animations by avoiding intermediate rotations and their associated static translations.)
(This is the same case as above, but for armatures.)
(This optimizes out a static translation per armature rotation, at least in theory.