}//IsDataValid() public override void ConvertToMayaFormat() { UnityEngine.Debug.Assert(IsDataValid()); for (int i = 0; i < dataSize; ++i) { positionList[i] = MayaConvert.MayaTranslation(positionList[i]); }//for }//ConvertToMayaFormat()
}//IsDataValid() public override void ConvertToMayaFormat() { UnityEngine.Debug.Assert(IsDataValid()); for (int i = 0; i < dataSize; ++i) { eulerAngleList[i] = MayaConvert.MayaQuaternion(rotationList[i]); //eulerAngleList[i].x = rotationList[i].x; //eulerAngleList[i].y = rotationList[i].y; //eulerAngleList[i].z = rotationList[i].z; }//for }//ConvertToMayaFormat()