Closed tngreene closed 3 years ago
When an object rotates around (1, 0, 0), (0, 1, 0), (0, 0, 1) a Euler can be used.
Rotations are collected in a dictionary, if the only rotations in the dictionary are these members it can be compressed into a Euler.
If, however, an off axis animation is used, it can't be merged
Case 1: Use your imagination
Case 2: Can't combine ANIM_rotate_begin 1 0 0 dref1 ANIM_rotate_key 0 0 ANIM_rotate_key 1 20 ANIM_rotate_end ANIM_rotate_begin <something off axis> dref1 ANIM_rotate_key 0 45 ANIM_rotate_key 0 80 ANIM_rotate_end
In case 2, it would have to be integrated as an AA.
Given the importer default of assuming AA, this should be done as late as possible
Or perhaps not. Maybe this idea is evil! 👿 🔥 👹 🔥
I prefer Euler over AA every time! It is much simpler to understand and picture in my head.
When an object rotates around (1, 0, 0), (0, 1, 0), (0, 0, 1) a Euler can be used.
Rotations are collected in a dictionary, if the only rotations in the dictionary are these members it can be compressed into a Euler.
If, however, an off axis animation is used, it can't be merged
In case 2, it would have to be integrated as an AA.
Given the importer default of assuming AA, this should be done as late as possible