Converts rotation fcurves to quaternion fcurves.
If there is keyframe animation on the local rotation channels then
it will be converted to quaternion fcurves.
If the rotation channels are not animated then an empty quaternion
fcurve will be created to drive the local rotation channels. This
fcurve can be keyframed/edited like any other fcurve.
ConvertEulerToQuat( [InputObjs] ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects.
Default Value: Currently selected objects |
' ' In this example, an FCurve is created on the XRot param ' of the cube. Then, two keys are created (at frame 1 and 30) ' which are then converted to quaternion animation. ' NewScene CreatePrim "Cone", "MeshSurface", "MyCone" ' Add two keys, at frame 1 and 30 SaveKey "MyCone.kine.local.rotx", 1, 0 SaveKey "MyCone.kine.local.rotx", 30, 70 ' Convert to quaternion fcurves ConvertEulerToQuat ' Play the animation PlayForwardsFromStart |
ConvertQuatToEuler RemoveAnimation RemoveAllAnimation SaveKey RemoveKey PrevKey FirstKey LastKey FCurve SIQuaternion