Post #2671178
2026-05-08 07:51 UTC
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
Replies (1)
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@archo@mastodon.gamedev.place 2026-05-08 07:56
one of the editing challenges is that full-circle loops will -not- start and end in the same location, if curves need to be shown the curves require picking any key"frame" as a reference point which will be [0;0;0], and then build [vec3 dir=axis,length=angle] points in both directions relative to their directionally previous points one full turn would be 360 degrees away vertically this is consistent with all angle-based interpolations but not quaternions #gamedev #math