Awaiting the fall…
Yeah, guess I bought myself some time by fixing that animation problem. It turns out that I wasn’t using the right matrix after all. Still not quite sure what the difference exactly is, but the point is it works now.
And by “works” I mean that it’s on par with the old exporter (for Blender 2.49b that I have mentioned on several occasions) and what results it managed to spit out back in its heyday.
The rotations are nowadays stored as Quaternions without the ‘W’ component opposed to Euler angles like they were back then. I recreate the ‘W’ component when I load the animations, mostly to conserve a little space in the format, storing a 3d vector instead of the 4d.
That’s all for now…