Comments (3)
I added a new flag called "--use-euler-rotation". Using this should get the rotations to work by converting the rotation quaternions to euler angles. Note that this won't be smooth for all animations.
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@kcoley I was trying this out today, and basically if you rotate more than 180 degrees in one direction it jumps a little. Is that because of gimbal lock when using euler rotations? i'm assuming quaternion rotations don't suffer the issue.
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@wave-electron yes, I think it is gimbal lock related. I am currently using the USD apis to directly convert the quaternions to euler angles. I'm hoping an iOS update would support quaternions, but in the meantime, I may try to come up with a better algorithm to prevent the jumps.
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Related Issues (20)
- Multiple objects animation (no armature) failed to convert HOT 10
- Material opacity lost on export to USDZ HOT 7
- large texture size after convert HOT 3
- Texture of object greatly reduced
- Skinned Mesh Bone Hierarchy
- 'bufferView' key error while loading GLTF
- Value Error('unknown file extension:') error for some gltf files HOT 2
- Addition of opacityThreshold for USD Preview Surface HOT 1
- Texture names with spaces do not work
- Warning: in _CreateNewUsdzPackage HOT 1
- Opacity and Alpha and Transparency HOT 4
- USD conversion stoped working HOT 2
- Sanitise node names HOT 5
- Compatibility with USD Python 19.11?
- Error converting GLTF with animations HOT 2
- Error python gltf2usd.py HOT 9
- Path must be an absolute path:<>
- Python3.7 upgrading and TypeError: TypeError: can't multiply sequence by non-int of type 'float'
- Expected VtArray<TfToken> HOT 1
- Multiple animations in 1 model support
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