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Latest reverseengineering Activity
![Reverse Engineering Skeletal Animation in an Old Game](https://uploads.gamedev.net/forums/monthly_2020_08/02c29b695bf14275ac606e1eacfb6fc7.image.png)
I applied my lackluster reverse-engineering skills and found out that quaternions in rotation keyframes are stored as four signed 16-bit numbers. They are converted to floating-point quaternions by multiplying each component by 0.000061038882f (== 1.0f / 16383.0f).
Now I have to figure out how this …
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