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# Maya SDK Getting total rotation from Rotation Anim Curves

I am trying to convert a X,Y,Z rotation from the rotate anim curves to a local quaternion of a bone.

I've read that "Total Rotation = Pre Rotation * Rotation * Post Rotation

where Pre Rotation = Joint Orient, and Post Rotation is Rotate Orient

How exactly out of Maya SDK do I get these Pre and Post rotations? -- What exactly are they?

I've read that "Total Rotation = Pre Rotation * Rotation * Post Rotation

where Pre Rotation = Joint Orient, and Post Rotation is Rotate Orient

How exactly out of Maya SDK do I get these Pre and Post rotations? -- What exactly are they?

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