I have a dead simple animation created in Blender 2.75. It is a cube which moves up and down, and rotates, both along the Z (up) axis. I want to export the mesh and animation as an FBX file and use it in an OpenGL code project.
The problem is that in the exported FBX file, the rotation is happening on the X axis. I have tried exporting with coordinates set both ways (OpenGL & Blender) and either way, in the FBX file, the rotation in the keyframes is happening on the X axis. The translation however correctly happens along the Z axis.
Here is the generated FBX code
Channel: "R" {
Channel: "X" {
Default: 90.000002504348856
KeyVer: 4005
KeyCount: 21
Key:
0,90.000002504348856,L,
1924423250,90.632805870571289,L,
3848846500,92.594996275708070,L,
5773269750,95.924201231896745,L,
7697693000,100.531853676169902,L,
9622116250,106.157088193557598,L,
11546539500,112.381692301180564,L,
13470962750,118.725681285306010,L,
15395386000,124.771805719727638,L,
17319809250,130.241844678794536,L,
19244232500,135.000000341428688,L,
21168655750,139.758156004062869,L,
23093079000,145.228194963129766,L,
25017502250,151.274333057929709,L,
26941925500,157.618335702433512,L,
28866348750,163.842919319488971,L,
30790772000,169.468153836876667,L,
32715195250,174.075813111338988,L,
34639618500,177.405024897716828,L,
36564041750,179.367201642475266,L,
38488465000,180.000018669076042,L
Color: 1,0,0
}
Channel: "Y" {
I also don't understand why the rotation is 90-180 and not 0-90 when I added the cube at the origin and didn't otherwise transform it, except for the animation keyframes, but I can work around that for now.
Edit It's hard to see, but there is an armature & single bone. The bone is rotating.
Edit: My question is: How does this animation correspond to the data created in the FBX file?
Blend File link
FBX link