For a given animation with the set of 3D coordinates of every joint and corresponding global rotations quaternions Q(X, Y, Z, W)
in right-hand coordinates (Y-up, X-left, Z-forward) - pic. I want to change axis X to be consistent with Unity (Y-up, X-right, Z-forward).
For coordinates it is obvoius: X' = -X
and works as expected.
For rotations in quaternions assign I probed different options from other sources:
X, -Y, -Z, W
-X, Y, Z, W
-X, Y, Z, -W
So, what math behind flipping X axis and how can I achieve this transformation?