I tried the Maya slerp but the problem is that I do not have access to it 
... That's why I tried to do the slerp.

type object 'MQuaternion' has no attribute 'slerp'.

I tried to make the slerp from the eulers. I get the rotation of my 
transform and I transform it into quaternion. I do not have a flip as long 
as I turn on an axis. But if I turn on two axes it is another story.
So, as you told me, the problem is that I recover the quaternion from the 
matrix. effectively maybe it comes from the fact that I reverse my 
quaternion with negateIt
One of the solutions could be to decompose the rotation on the three axes 
(Pitch, Roll, Yaw) from the matrix and then add these rotations weighted.

-- 
You received this message because you are subscribed to the Google Groups 
"Python Programming for Autodesk Maya" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to python_inside_maya+unsubscr...@googlegroups.com.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/python_inside_maya/5e22e14d-d95c-4a6a-b20e-cc2694f69c70%40googlegroups.com.
For more options, visit https://groups.google.com/d/optout.

Reply via email to