Thanks for your help and quick response. Now i do it like you did in the ProceduralAnimationSample.targetJoint(...) and calculate my quaternion out of euler angles (because i dont want to set the order of the rotations) like this:
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
it seems that this is not as fast as before but it works and i dont have to load the skeleton.xml manually.
Yes, i ment the bind pose matrices. Are they generated while use the jmeOgre2Bones script or while loading the file?
Cheers and big up for Bones:)
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
it seems that this is not as fast as before but it works and i dont have to load the skeleton.xml manually.
Yes, i ment the bind pose matrices. Are they generated while use the jmeOgre2Bones script or while loading the file?
Cheers and big up for Bones:)