Post #2671182
2026-05-08 08:10 UTC
@archo@mastodon.gamedev.place From looking at it, it makes sense to me (there might be edge cases I am missing). Slerp computes a rotation with constant angular velocity around a fixed axis from q0 to q1. Now keep in mind that a rotation quat basically encodes axis angle (v* sin a/2, w*cos a/2) so it is already similar. The second method computes the relative rotation (q0 to q1), extracts axis + angle from that and interpolates the angle, so it is a constant angular velocity around a fixed angle, just like the first!
Replies (1)
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@archo@mastodon.gamedev.place 2026-05-08 10:46
@sibaku@mas.to yeah, from a conceptual perspective it's quite clear that they're supposed to be doing the same thing but from a mathematical one (as in, the actual sequence of operations) they seem to be doing very different things 🤷 that's what is a bit confusing to me but given the conceptual equality, I expect there to be a series of steps (mathematically equivalent reformulations) that go gradually from one to the other