'right handed' or 'left handed' (axis system. I think)...that's something in files that used to break it all...
many plugins added a setting to change that depending on the case...
Another thing: Look, main difference between the worm and the cilinder is a double thing... first, I see that you have not deleted the floor object....secondly, ...constraints! The worm is using a freak lot of them: IK, contrain position and rotation to empties, copy location...
It's not like in the cilinder, that the bones are keyframed directly. Instead, in the worm example, the bones are driven by empties (like Max dummies, like helper boxes) which generate the behaving of the character. This thanks to the use of constraints. Without them, is pretty hard to animate some realistic human animation...(in any software)
Also the IK. (which is another constraint...you asign to a bone(usually ) chain an ik solver.this is artist side stuff)
So, x plugin does actually need me to bake the whole thing as standard bone keyframing...but this have its issues...
der ton's plugin does not need it.
that's why I mentioned "pose module".I read that der_ton did have to investigate that new code stuff of very recent blender versions, as to be able to export directly with no bake, the animated characters with constraints...
Also, Z axe is not the same in Blender than in most packages, like Ultimate Unwrap.
er....apart from inversion of stuff...looks like u got right the b3d file inside u3d, no? just looks as if the worm has got inverted normals, or lost material or something...
Yep, chat with der_ton, if he has time... he's a very gentle person, it seems.
Thanks for your work. i am not using irrlicht engine, but I like it and the comunity