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Fix for models exported from Daz3D.
The way post rotations were being applied was incorrect. I guess we've never tried a model that used the Maya Rotate Axis property before...
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@ -759,7 +759,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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model.preTransform = glm::translate(rotationOffset) * glm::translate(rotationPivot);
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model.preRotation = glm::quat(glm::radians(preRotation));
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model.rotation = glm::quat(glm::radians(rotation));
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model.postRotation = glm::quat(glm::radians(postRotation));
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model.postRotation = glm::inverse(glm::quat(glm::radians(postRotation)));
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model.postTransform = glm::translate(-rotationPivot) * glm::translate(scaleOffset) *
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glm::translate(scalePivot) * glm::scale(scale) * glm::translate(-scalePivot);
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// NOTE: angles from the FBX file are in degrees
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