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fix: quaternion multiplication and division
i hope its correct at least, quaternions are not my strength
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@ -204,7 +204,7 @@ namespace
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{
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const auto& parentBone = xmodel.m_bones[bone.parentIndex];
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translation -= Vector3f(parentBone.globalOffset[0], parentBone.globalOffset[2], -parentBone.globalOffset[1]);
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rotation -= Quaternion32(
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rotation /= Quaternion32(
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parentBone.globalRotation.m_x, parentBone.globalRotation.m_z, -parentBone.globalRotation.m_y, parentBone.globalRotation.m_w);
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}
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rotation.Normalize();
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