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 animated 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 XYZ axes 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