[Algorithms] Animation splines
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From: Joe A. <jo...@ut...> - 2004-04-29 18:41:07
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Hi, I want to convert some euler based rotation hermite splines into quaternion based hermite splines. My unenlightened approach would be: 1) Split all euler based rotation so the x, y, z rotation curves have keyframes at the exact same positions. 2) Iterate through all keys. Take the tangents and key value from each rotation curve and convert it into a quaternion tangent and key value. I cant figure out how to solve the first problem. Basically how do I insert a keyframe which will not change the appearance of the curve? Is it enough to calculate the tangent at the position I want to insert the keyframe and use that as the tangent? How do I calculate the tangent at an arbitrary position in the curve? I am also not sure if the method would work correctly at all. I mean interpolation between euler angles and quaternions will most likely be different because well the interpolation method is just different. Is this a problem visible in a game? What are your experiences? Or are you forcing artists to use quaternion splines for animation? Joachim Ante www.otee.dk |