Quaternion Rotation Interpolation

Quaternion Rotation Interpolation

Cheetah3D 6.3.2 use HPB rotation, so the local axis must be properly set to get good rotation path, otherwise the rotation path may be weird when playing the animation.

I'd like the quaternion rotation in new version, the rotation always perform excellent no matter how the local axis be set.

I know that quaternion rotation has some shortcomings, for example, you can not interact with quaternion directly, but we can just do interpolation for intermediate calculations, then convert to Euler angles at the end.
 
Hmm, I thought C3D was already doing this. If not, +1.
The current version has this issue if the local axis is not set properly,in this case , I have to rotate the joint around two or three axis to get the final pose, when playing the animation, I found that the rotation path is not the shortest path of the two poses,but a curved path, which is not I expect.
 
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Right, I think it's interpolating eulers instead of converting to quaternions and interpolating those which is what you're requesting.

I've added an animation to underline the point.
 

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