Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 31 Mar 2015 12:51 PM |
| in particular always use quaternion spherical interpolation for animations because memory grows on trees therefore you should not be worried about overhead because the computer should be fast enough to computer enough spherical interpolation calculations keep in mind that the advantage of using quaternions is that they do not encounter gimbal lock like regular matrices expressing euler angles so you should use them in order to find the quickest interpolation between two angular states however if you are concerned about efficiency you can always revert to a quaternion normalized linear interpolation and that should do for you though you will sacrifice significant accuracy it should not matter for animation states that arent long enough to be significnatly perceived by the client |
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Gentaurg
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| Joined: 19 Mar 2011 |
| Total Posts: 8648 |
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| 31 Mar 2015 12:51 PM |
| yea this is probably the best way to do it but you should consider quadernios and maybe multions which are negatively charged compared to protons |
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