DirectX format, use matrix_basis for the original rotation

This commit is contained in:
Campbell Barton 2015-04-15 14:42:59 +10:00
parent 524140ae5c
commit f63d9de38b
1 changed files with 1 additions and 1 deletions

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@ -1146,7 +1146,7 @@ class ArmatureAnimationGenerator(GenericAnimationGenerator):
Rotation = ArmatureObject.data.bones[Bone.name] \
.matrix.to_quaternion() * \
Bone.rotation_quaternion
Bone.matrix_basis.to_quaternion()
PoseMatrix = Matrix()
if Bone.parent: