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