Filip Strugar
2004-07-15 14:35:37 UTC
I am currently using linear interpolation for position, scale and
attitude. I have googled keyframes and animation and read so much that I
am now confused on how I should handle interpolation of the Yaw,Pitch and
Roll euler components. How does one interpolate euler based rotations?
Since interpolation is basically math formulas, I am also curious if
Managed DX has some helper functions for different types of interpolation
of vectors/quat or whatever.
Use quaternions to represent rotation :)attitude. I have googled keyframes and animation and read so much that I
am now confused on how I should handle interpolation of the Yaw,Pitch and
Roll euler components. How does one interpolate euler based rotations?
Since interpolation is basically math formulas, I am also curious if
Managed DX has some helper functions for different types of interpolation
of vectors/quat or whatever.
They don't have problems that euler based rotations have, and have easy
interpolation: look at Quaternion.Slerp/Squad (D3DXQuaternionSlerp/Squad)!