I need to convert animation from Unity to 3ds max, but there are different coordinate systems.
I wrote a method. Where I made a mistake? Please help
public static Quaternion ConvertRotation(Vector3 rotation) {
Vector3 flip = new Vector3(rotation.z, -rotation.x, -rotation.y);
Quaternion qx = Quaternion.AngleAxis(flip.x, Vector3.left);
Quaternion qy = Quaternion.AngleAxis(flip.y, Vector3.forward);
Quaternion qz = Quaternion.AngleAxis(flip.z, Vector3.up);
Quaternion qq = qx * qy * qz;
return qq;
}