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by palish
5404 days ago
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Interesting... It looks like the speed of the dot isn't constant. I wonder if that would cause problems e.g. for animation purposes? (Like using the bezier curve as a way to animate the position of an object moving through 3D space in a game / in movie production...) |
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This is just a fact of life with splines. They have non-uniform speed in their raw form and you have to deal with it. It's also why quaternion slerping being constant angular speed isn't a real advantage over lerp-and-normalize because they both trace out the same path and often you'll want to overlay a speed curve anyway (and lerp-and-normalize's speed is only barely non-uniform). Evaluate-and-normalize is the way to go for quaternions. It works great for multi-way skeletal animation blending and higher-order rotation interpolation (just do the spline evaluation in R^4 and project back onto the unit sphere). Casey has an old email that goes into some of this: http://mollyrocket.com/911.txt