Hey,
I get the rotation of a joint, at a specific frame, using this line of code:
Vector3 rotation = bvh.allBones[bone_index].localFrameRotations[frame_index].eulerAngles;
I'm trying to compose a bvh file by writing rotations which I take from localFrameRotations[].
It seems that localFrameRotations[] has different values to the original file, and I can't understand the reason they differ. Is it because you retarget the bvh animation to a different skeleton or because you use different axes?
I am asking, because when I'm composing a bvh file using the localFrameRotations[], the rotations don't look ok at all.
How can I use localFrameRotations[] and make these rotations useful to me?
(I am aware of the structure of a bvh file and that a rotation is written in z,x,y format).
Thank you :)