Post #2671177
2026-05-08 07:45 UTC
the reason why I'm looking into this less efficient form of interpolation is that I want to combine it with angular velocity for my quadratic spline thing
the problem with quaternions being that interpolating quaternions does not map to any kind of physical behavior at the numerical level
whereas axis-angle is angular velocity
vec3 dir=axis, length=angle encoding also allows componentwise separation such that each component can get a separate curve
#gamedev #math
Replies (1)
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@archo@mastodon.gamedev.place 2026-05-08 07:51
given real starting/ending rotations once the temporary starting rotation is expressed as [0;0;0] and the temporary ending rotation is the difference of real starting/ending rotations, expressed as vec3 dir=axis, length=angle it is now possible to do a componentwise interpolation between the rotations using the QLIF method (https://mastodon.gamedev.place/@archo/116516977975559261) because it requires finding an intersection point between 2 straight lines creating an editor for that will be a challenge though #gamedev #math