Torso Rotation as Quaternion
Is there any specific reason that the Torso controller is set to quaternion?
I remember you talked about quaternion usage to avoid the infamous Gimbal Lock which can happen with euler angles but I don't think it could be the case here right?
Also is it best practice to animate the rotation only on the Chest / Hips and animate only the translation on the Torso or we don't care?
And last question (for now), I think the Torso here is commonly the Pelvis bone is game engine, so to export a walk/run cycle like this (with perfect synchronize foot/translation to avoid sliding foot) is it better to animate the forward translation on the pelvis or on the root?