Tuesday, October 05, 2004
My Mistake of ASE Animation
There was one assumption which led wrong result in 3ds max's ASE Animation viewer. It is that rotation and position could be handled same way. In OpenGL, 4x4 matrix is a uniform method to deal with rotation, thus I could use matrix combination to combine each property. but in ASE, those are completely different aspect. In animation, position is showed as difference from the position at start frame, but rotation is showed as difference from last frame. So I should handle these properties independently.