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Use matrix4::getRotationRadians
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@@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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// Code is slow, needs to be fixed up
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const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
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const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
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const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
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core::quaternion QRotation;
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