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material initial and pose fix
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@@ -143,7 +143,10 @@ public static class MshRestPoseBuilder
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if (q.LengthSquared() < 1e-8f)
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return Quaternion.Identity;
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return Quaternion.Normalize(q);
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// MSH/game convention is opposite to our System.Numerics/OpenGL transform convention.
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// Conjugating converts the stored piece rotation into the viewport convention.
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// The MSH keyframe rotation is stored as mesh-to-parent instead of parent-to-mesh, so the viewer needs the inverse.
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return Quaternion.Conjugate(q);
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}
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}
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