store bone rotations as quats; more common than HPR, and we don't
have to convert constantly
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@@ -340,7 +340,8 @@ bool msAnimation::LoadMilkshapeAsciiBones( RString sAniName, RString sPath )
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msRotationKey key;
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key.fTime = fTime;
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key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
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RageVector3 Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
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RageQuatFromHPR( &key.Rotation, Rotation );
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Bone.RotationKeys[j] = key;
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}
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}
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