If your dot is >0 in that code, and there are no mistakes, then you
shouldn't get a flip. If you're seeing a flip, my feeling is that you
should be looking for mistakes rather than worrying about the source of the
quaternions. You could print out some numbers.
- I'd expect you to get a dot < 0.0 from quaternions-from-matrices
sometimes, even though neither matrix can be >180, for example, two
matrices that represent rotations of +100 and -100 degrees, their
difference would be 200.
- f_theta should be half of the angle between your matrices (in radians).
Try some tests with simple rotations and see if it looks correct. It should
always be between 0 and pi/2 (90 degrees).

You call negateIt() on m_quaternion_2. That changes the quat in-place. So
even outside the function, m_quaternion_2 will be different, which possibly
causes trouble. You could try inverting it differently, perhaps invert
f_scale_2 instead since that will have the same effect.

Apart from that, I can't see anything wrong with your code.




On 18 September 2017 at 18:08, Rémi Deletrain <remi.deletr...@gmail.com>
wrote:

> Ho I'm sorry ... I just see that the code I sent was not the right one ... I
> did some testing and suddenly the code had become anything ...
>
> def slerp_quaternion(m_quaternion_1, m_quaternion_2, f_weight):
>
>     """
>     !@Brief Apply Spherical interpolation between two quaternions.
>
>     @type m_quaternion_1: OpenMaya.MQuaternion
>     @param m_quaternion_1: First Quaternion.
>     @type m_quaternion_2: OpenMaya.MQuaternion
>     @param m_quaternion_2: Second Quaternion.
>     @type f_weight: float
>     @param f_weight: Value for blending.
>     """
>
>     #   Normalize quaternions
>     m_quaternion_1 = m_quaternion_1.normal()
>     m_quaternion_2 = m_quaternion_2.normal()
>
>     #   If is equial return first quaternion
>     if m_quaternion_1.isEquivalent(m_quaternion_2):
>         return m_quaternion_1
>
>     # TODO: fixlater
>     # If the inputs are too close for comfort,
>     # linearly interpolate and normalize the result.
>     # if abs(dot) > 0.9995:
>     #     pass
>
>     # If the dot product is negative, the quaternions
>     # have opposite handed-ness and slerp won't take
>     # the shorter path. Fix by reversing one quaternion.
>     # dot = dot_product(m_quaternion_1, m_quaternion_2)
>     dot = dot_product(m_quaternion_1, m_quaternion_2)
>     if dot < 0.0:
>         m_quaternion_2.negateIt()
>         dot *= -1.0
>
>     #   Weight Blend
>     f_scale_1 = 1.0 - f_weight
>     f_scale_2 = f_weight
>
>     #   Get Quaternion median
>     dot = max(min(dot, 1.0), -1.0)
>     f_theta = math.acos(dot)
>     f_sin_theta = math.sin(f_theta)
>
>     f_scale_1 = math.sin(f_scale_1 * f_theta) / f_sin_theta
>     f_scale_2 = math.sin(f_scale_2 * f_theta) / f_sin_theta
>
>     #   New Quaternion
>     a_new_values = []
>     for i in xrange(4):
>         a_new_values.append(f_scale_1 * m_quaternion_1[i] + f_scale_2 *
> m_quaternion_2[i])
>
>     return OpenMaya.MQuaternion(a_new_values[0], a_new_values[1],
> a_new_values[2], a_new_values[3])
>
>
> I do not get a better result. I wanted to use the function slerp of maya
> but it is accessible only in c ++ not in python. So I make a slerp function
> in python. The current problem is that as I can not know if my dot is
> positive or negative. So I have a flip of 180 that is done on my rotation.
> I understand better now with your explanation. I use the matrices to
> retrieve quaternions. So I would have to retrieve the quaternions since the
> euler rotations?
>
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