Hello,

I am exporting an animation from 3dmax, first by matrices and then by quaternions, rotations and scaling.

Using matrices the animation works fine, but using quats, rotations and scaling the model deforms horribly. The first frame looks good, but the following frames start to get deformed.

However, there are some models that work well using quaternions, rotations and scaling.

I can only presume there is bug in my code when converting from translation/rotation/scale to matrices ( although there are models that work with the entire animation ), so I would like to ask:

- why is the pfAnimScale written at 7-floats boundary? Are there other relevant information beside pfAnimScale[0], pfAnimScale[1], pfAnimScale [2] that are supposed to be the scaling on x, y, z?

- can a pfAnimRotation be treated like a normal quaternion, with the w ( cos(alfa) ) being the last element in the 4 floats read?

- have other people encountered this kind of problems?