Inverse seems to be the same as -w
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@@ -51,8 +51,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
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rotation = glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]) * rotation;
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rotation.w = -rotation.w;
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rotation = glm::inverse(rotation);
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glm::vec3 angles = glm::eulerAngles(rotation);
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if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
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