I'm animating a dancer going doing a turn. At a certain point in the turn I'm getting a nasty pop in the head motion. It's very smooth and pretty in Maya, but on my avatar the head snaps at the same frame no matter how I adjust the animation. Does this have anything to do with the way SL calculates rotations? Maybe it has something to do with the global root rotation?
Anyway, if I learn more I'll edit the original post so I don't spam.
Thanks,
doc
p.s. Thanks Orion Neville for your awesome Maya rig.
**Update:**
The pop isn't at the loop transition, but around the middle of the animation. The problem happens when the root rotate y reaches 180 degrees, somehow the way maya and SL do rotations don't like each other, or it could just be me.

Reading up on the wiki, Maya uses Euler rotations and SL uses quaternions, which gives me a headache. Tried baking the keys and normalizing the curves to reach. Tried running it through QVanimator and bvhHack with no joy, though bvhHacker actually showed the bad frame where maya and QVanimator didn't.
**Update** Looking at the curves, the root joint goes from -1 to -179, then flips to 179 and back to 1. Kind of strange, because that affects the head only when it flips out. More to come, maybe I should be puttting this in a blog or something.
Ever tried to turn the av round without having keys on the head? excorcist time

**Update**
so yeah it's the rotation of the root. The bvh export script is converting the rotations from degrees to radians, probably to be more efficient, fair enough.
tried something with ms Excel. I edited the script so that instead of doing any conversions the script spits out whatever the rotation value of the hip_controller is, which didn't really pan out becase i used the big circle to rotate the entire rig, so thinking of orient constraining a locator to the root, baing the rotations, doing copy/paste onto a new root, and there you go.
Long Process? yup.
Painful? not that bad.
Crazy? sure, but it just might work.