It seems that though my matrix values are identical to Blitz/DX, my quaternions are just done a little differently. It's probably just a matter of one number getting reversed, but I am not going to change my code, because it works within my programs. DX allows matrix keyframes, but Blitz does not. To support animated Blitz3D export, I need to know what equations it uses to convert a matrix to quaternions.
Function MatToQuat(mat00#,mat01#,mat02#,mat03#,mat10#,mat11#,mat12#,mat13#,mat20#,mat21#,mat22#,mat23#,mat30#,mat31#,mat32#,mat33#)
w#=
x#=
y#=
z#=
End Function
Thanks.
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