Swapping Y and Z for Imports?

So far I’ve managed to write an importer with bones and animations for a file format I’m working with. The problem is that I can get the mesh and bones to work with swapped Y and Z, but I haven’t had any luck with getting quaternions to play nice with the coordinate system for animation. So I figured I might as well try importing normally with Y up and see how the animations work, and it turns out they’re fine (except for the face the the character runs into the floor).

Is there are list of steps for how to swap Y and Z? Or is there some option I can set where I don’t have to do any conversions manually?

1 Like