I upload a glb file and play camera rotation animation using rotationQuaternion. In the sandbox, camera0 is associated with animation0_channel0 and animation0_channel1, and the animation play awesome.
In BJS, I load animation0_channel0 and animation0_channel1 and divingAnimationGroupCreated.addTargetedAnimation() to a new created FreeCamera. Then It seems the rotation mechanism of FreeCamera is different from camera0 in sandbox.
The beginning will cause FreeCamera to face up, while camera0 face down. At a middle point, FreeCamera backward, camera0 forward.
The following rotationQuaternion cause up in BJS, suppose down in C4D
{_isDirty: true, _x: 0.6087614297866821, _y: 0, _z: 0, _w: -0.7933533191680908}
The following rotationQuaternion cause backward in BJS, suppose forward in C4D
{_isDirty: true, _x: 0.12010496109724045, _y: 0, _z: 0, _w: -0.9927611947059631}
Related Discussion: C4D to BJS Rotations
Camera animation imported from glb
The glb link: scene4_7CameraBaked_QA.glb - Google Drive
