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quaternion interpolation

Started by Ataru Jul 16, 2004 at 12:54 PM 1 replies 900+ views
Original Post
Ataru
Ataru
Anyone know of a way to smoothly interpolate between more than 2 quaternions. For now I have 3 quaternions, q1,q2,q3 Obviously using SLERP to interpolate between q1 and q2 then q2 to q3 will not ensure continuity between control points. I looked into the DirectX function Quaternion SQUAD. I was not using it correctly it seems, because interpolating between 4 quaternions using squad worked about 80% of the time, but sometimes produced unwanted results. I could not find much documentation on how to use SQUAD properly. I am currently using method a, two slerps, but if I can get one continuous rotation somehow, it would be much better. Any suggestions?
teamonkey
teamonkey
Check out this guy's site: www.funkytroll.com

Scroll down a bit until he mentions quats and SLERP and read the emails he's posted. Very enlightening.

There was also an article in Game Developer a couple of months ago. "Understanding SLERP, then not using it" or something like that.

In short, there are very few cases that you actually need to use SLERP.

I'd just stick a Bezier curve (adding an extra dimension for the rotation aspect) through those three points and interpolate along it.
[teamonkey] [blog] [tinyminions]

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