03.11.2015, 13:55
Quote:
I don't think those rotation data are good enough. GTA SA follows a very weird rotation format. I am sure that you use quaternion - euler conversions, but those rotations should be not considered as x,y,z. The rotation here should be considered as yaw(z axis, should be inverted i.e. -yaw), pitch(y axis), roll(x axis). Believe me I tried your conversion algorithm but it didn't worked out well(for me, maybe), there could be a fault in my part as well. This is why I want you to try out the rotations conversions and apply them once again.
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