I have 3ds max exporter from third party - it exports meshes and animations to its native format, then my engine loads these files. Now i want to replace my engine's animation system with havok one. The point of penetration is where engine asks animation system for bone transforms - here i am going to insert query to havok for the same transforms.
The engine uses right-handed coordinate system and its exporter converts 3ds max coordinate system to right-handed. So i need havok plugin to do the same. There are a few ways to rotate the whole animation in the plugin, but rotation upsets my engine's exporter, because it relies on original bone transforms, not rotated.
I tried to write my custom filter, but nothing changed - all i can do in my filter is rotate bones or scene.
I need this conversion:
x --> x
y --> -z
z --> y
It is like rotation coordinate system to 90 degrees around Ox, but i can't do this - i must replace coordinates as shown above.
Could you please give me an advice how to replace axes?