Original Post
Im currently working with files that have the matrices for the bind pose and each frame of animation for every bone. I gather this is not the advised method due to the amount of memory required to that of quaternions. But it will suit me for the time being. I have a few questions though. 1. In the book, 3d math Primer, the author mentions its impossible to interpolate between matrices. But i dont see how this is so, what is wrong with: -Get the matrix of current bone, for the current frame, and the next frame -Get a vector, by subtracting row1 of matrix *current* from row1 of matrix *next* -interpolate *this* matrix row1 over that vector by some time variable -do for all 4 rows -normalise each basis vector 2. Whether interpolating between quaternions/euler angles or matrices. When doing the interpolation between the frames, is this best done on the CPU or on the GPU? For example, if im between frame 2 and 3 for some particular bone. Is it best to send both matrices to the card, and interpolate there? or is it usually done on the CPU, and just send the resulting matrix? 3. Is the quaternion method only used for storage purposes? or is that the technique they use for the skinning process too? If so, would'nt the conversion for each bone every frame be more taxing than just working with matrices anyway?