Hello, I'm using Quaternion-Translation to animate my model, I don't want to use matrix. Each bone has vec3 rotation and vec3 position. I mean if I use matrix, it's just simply multiply matrix local parent with matrix local child to get the relative position, what about quaternion?
I know Quaternion is just a representation of rotation. I stored the rotation in quaternion and the position in vec3, how to get the default bind position depending the joint's parent and child? I've tried to multiply the parent quaternion with child quaternion and then sum the child position with parent position. And this is what I got:
[attachment=29875:Quaternion.jpg]
While it should be like this:
[attachment=29876:Real.jpg]
Thanks