Fortunately, even with the latest one you do not have to think about the quaternions.
Now Ill have to let off some steam on the topic because I just feel like people are “thinking its easier” on other engines but it is not that much more simpler when you have to think of the following factors:
- You have a system where anyone can create any skeleton or avatar
- You have a system there is no control over what 3d suite is used
- You have a system where any avatar has to be able to play back animations made for another skeleton
- It is not inclosed system like Unity or Unreal. There is no proper internal editor nor way to redo after its done.
I dont see this any different from the way you do unity or unreal character imports. Equal amount of headache there, each engine has their own quirks you have to remember. But Most of the headaches always are the animations, this comes back to rotations, or as @Judas puts it Quaternions.
They have their own import tools granted, unless the animations are run through an import tool as well, this will not have full help. Youd still have to do alot of the same things you can do in the 3D suites, but those as well are just tools equal in complexitivity to 3D suites but pretty much do all the same functions as the suites them selves.
Not to sound vain, has anyone other than me actually even tried to import their avatars into Unity or Unreal here with Blender, and use stock animations created with another software and not run through?
Forexample if one modeler does models in Maya and the other does animations in Blender and Bring it to Unity or UE or Other platform You will have cross compatability issues or atleast had to take account quirks you have to take account when doing so. This is why even Unity has a full process to do to get everything working just right. for both avatar and animations, which is equally as complex as just following a standard.
It is never easy, which why people do not do it so often.
The Grass might seem greener on the other side, but let me tell you guys, Ive been alot of fields which Is also why I’ve tolerated figuring the steps out for High Fidelity avatar creation and sticked around the creation madness to go further than others would.
If you just use one suite for the entire project, then you are fine, and thats usually how it works. But…
The Default Skeleton is the Maya HumanIK (Which Mixamo borrows). Need proof? see the default animations you can find under
C:\Program Files\High Fidelity\resources\avatar\animations
Those define the default avatar skeleton and is the baseline to the template avatar.
The beauty here is that yes unlike any other system Ive seen is that you can mod this skeleton with additional bones no problem.
It also doesnt stop you from creating your own skeleton. You can mess around with the animation overrider and create every single animation your self and still have a workable solution at the cost of the animations working on any other avatar but the ones using those animations.
But unfortunately that is still something no one has tackled on documentation.