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Question by bart_artanim · 4 days ago · bonesquaternionstransforms

Convert local rotation animation data to a hierarchy with different orientation

I have an animated object which consists of a set of linked transforms/bones. This object is animated and an API provides with the local rotations (Quaternions) for every bone.

I want to map this onto another object. The issue is that this object has a different setup where its root has a different orientation and so do the children. I can't modify the bone structure, and the goal is to have it map onto any arbitrary bone structure. To give a simplified illustration, here are the first two bones in the hiearchy.

As you can see, if the root in the original rotates around the z axis, to match that on the target, its root should rotate around its -x axis. Similarly, if the child in the original rotates around the x axis, that should result in a rotation around y for the target's child.

I have this working for the root, by computing the quaternion transform needed to take me from original root to target root. But for some reason I can't wrap my head around how to go down the hierarchy and correctly transform the local rotation data I receive to something which correctly applies to the target.

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