I've been experimenting with some ideas to capture motion in unity and export that to maya. Currently I have been saving out rotations as euler angles into a text file, and then importing that into maya as a ".mov" format (specific to maya, and it uses euler angles).
Seeing that maya is right-handed space and unity is left-handed (the z-axis goes in opposite directions on each), I need to convert between the two. To try and get it right, I went the opposite way - exporting a .mov file from maya and then reading it into unity, so to get the scripting in unity to show the rotations correctly. Once I get that working, then reverse the process from unity to maya.
Can anyone help me out with the most direct way in unity to convert between the two? Just negating on an axis does not work right, and I have tried several approaches with lookRotation, building matrices and attempting a conversion there, but I can't seem to get it right.
thanks for any insight -