Hello, I'm currently working on a larger project which involves a lot of rotations and I'm bound to use quaternions for the export (axis angle or euler angles aren't supported). The exporter itself uses the current (visual) transforms of the bones for every frame. But the current interpolation scheme is really bad. It uses curve interpolation for unit quaternions which gives wrong results, or better said, no good interpolation. Often i have to notice that bones start to rotate a bit in the wrong direction and after that it follows more or less the right way. (The interpolation scheme don't respect that is has to be a _unit_ quaternion as the result)
A good interpolation scheme would use slerp[1] to interpolate between keyframes, while a progression curve would define how strong the influence of the keys is at given time. I know that in theory it is very simple and in implementation it might be a pain, but it would also improve overall animation experience. Being able to manipulate the curves for quaternion interpolation is also never a good idea. [1] http://en.wikipedia.org/wiki/Slerp Greetings from Tobias Oelgarte _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
