Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-26 Thread Bartek Skorupa
The issue is not bad blender's behavior but difficulties with understanding what is going on when certain rotation models are used. When animating rotations we often use our intuition and expect some behavior because we know our particular case. Algorithms don't know exactly what our goal is.

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-26 Thread Antony Riakiotakis
F-curves for quaternions: I don't know anybody who use individual animation curves when working with quaternions, but this doesn't mean that there's no one doing it. I simply didn't have a chance to meet such person. However I've heard some day that at least few people on the face of this

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Nathan Vegdahl
What i expected was a smooth motion, but instead it goes straight up (to 2nd key) and continues with a curve that _bends downward_ to key 3. Given that it has to move trough the keys i would have at least expected a linear motion (shortest path) from key 2 to key 3. The interpolation is not

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Tobias Oelgarte
Yes, you're right. But I think that this is not really the kind of interpolation an animator would want to have in this case. As an animator I would prefer a direction interpolation and a separate roll interpolation. Ideally both rotations (as in your example files) would follow the same path

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Nathan Vegdahl
But I think that this is not really the kind of interpolation an animator would want to have in this case. As an animator I would prefer a direction interpolation and a separate roll interpolation. Believe me, as an animator and rigger, I have thought about this problem a lot. But it's not

Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Bassam Kurdali
Rotations in 3D are just a horrible beast, and I think it is non trivial to figure out what constitutes a 'nice' interpolation across all cases, perhaps not even possible. You might be to use hierachies to isolate axis for some very specific setups, however: way how it could be correctly

[Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-24 Thread Tobias Oelgarte
I don't know if this is a known issue. But i tried the following. I made a key for a leg (restpose), bended it forward (xrot 90°, second key) and moved it to the side (zrot 90°, third key), and then added a fourth key (restposition again). What i expected was a smooth motion, but instead it