}
else
{
- //p->quat[0] *= 1;
- //p->quat[1] *= -1;
- //p->quat[2] *= 1;
- // clear root bone to defaults to recenter all frames of an animation
- // (root bone is often tilted, or worse);
- VectorSet(p->origin, 0, 0, 0);
- Vector4Set(p->quat, 0, 0, 0.707106781187, 0.707106781187);
+ p->quat[0] *= 1;
+ p->quat[1] *= -1;
+ p->quat[2] *= 1;
}
#endif
}