[Gamedev] Rigid simulation - Rotation flips artifacts when baking rotation

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Hi houdinists,

We are running into a problem that maybe the community can help.

We are currently making a tool to bake Rigid simulations using textures in our engine. We already have a same similar tool currently working in Maya.

For each piece we are trying to bake the rotation using the attribute “orient” (quaternion from dop import) inside a texture. However we've noticed that quaternion's values from frame to frame adds sometimes a 360 degrees in the values baked. That results weird rotation flips on interpolation.
Houdini seems fine with that data though, including when the baked rotation are re-injected as a unit test.

Anyone here did run into that issue? Also I was curious about how baking rotation was handled in RBD to FBX Gamedev tool.
Cheers
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