Simplified BVH read code
WIP Rotations made with matrices, on the way to use quaternions
Switch to quaternions to handle rotations of joints
Deleted methods to get the global matrix transformation of a joint
Deleted frames_m matrix vector. Simplified code.
Deleted some attributes on Node that were not used
Instead of selecting joints now the user selects bones. Also the code
was simplified and some cast where changed for osg method as"SomeClass"
Deleted inter_number in skelcontroller since it is no longer useful
because bones are selected and not joints
Added more options to modify skeleton, added another state variable only_root.
Joint axes are now toggleable
Improved renderskeleton code, now only one sphere is created and its changed by different trans matrices
Fixed array out of bounds error when reaching end of the playback.
Reordered some methods in BVHformat
Moved toggle joint color logic to Node, now colors are defined only there.
Removed previous commit that created only one sphere, since they change color
we need all of them
Grouped methods to create spheres and axes in renderSkeleton. Code is cleaner now.
Added code to save a file per frame when a manual_mark_up variable is set up
Added commented lines for other bvh files
Merge branch 'trunk' into working_branch

Conflicts:
	src/BVHFormat.cpp
	src/MocapData.cpp
	src/SkeletonController.cpp
Change euler angles to a transform node on skeleton
Fixed order when converting quaternion to euler.
Code to converto load and save files is functional.
Rendering fails.
Fixed rendering issues