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foreach (BoneOrientation orientation in skeleton.BoneOrientations)
{
if (orientation.StartJoint != JointType.ShoulderRight)
continue;
//BoneRotation hierarchical = orientation.HierarchicalRotation;
//Vector4 quat = hierarchical.Quaternion;
BoneRotation absolute = orientation.AbsoluteRotation;
Vector4 quat = absolute.Quaternion;
Console.WriteLine("Quaternion: " + quat.X + " " + quat.Y + " " + quat.Z + " " + quat.W);
}
Quaternion: 0.8247886 0.5424443 0.01517412 0.1588949
Quaternion: 0.8435349 0.5186977 0.000704945 0.1392876
Quaternion: 0.8629368 0.4913833 -0.01000166 0.117399
Quaternion: 0.8836923 0.4591421 0.002259983 0.09094723
Quaternion: 0.9033794 0.423593 0.008865527 0.06630217
Quaternion: 0.9226316 0.3832969 0.01748881 0.03909786
Quaternion: 0.9401783 0.3389041 0.02838872 0.02007205
Quaternion: 0.9513446 0.3059388 0.00179805 0.0366286
Quaternion: 0.92393 0.3309382 -0.1236939 0.1467413
Quaternion: 0.9184078 0.3192938 -0.1835922 0.1444734
Quaternion: 0.9159214 0.2891119 -0.2720065 0.05928581
Quaternion: -0.5815563 -0.1805153 0.7915632 0.0513248
Quaternion: 0.7457347 0.1662152 -0.6384997 -0.09257665
Quaternion: 0.799824 0.156258 -0.5689551 -0.1102499
Quaternion: 0.9254265 0.1187094 -0.3266849 -0.1508997