Alejandro Saez (cano++at++krusty.engr.sgi.com)
Mon, 17 Aug 1998 11:37:51 -0500
What is exactly the question? How to deal with quaternions r key frame
animations? Well if you are wondering about quaternions, do a man on pfQuat and
read what Angus has to say about them in the aqua demo at http://www.angus.com.
By the way, be careful about relative key frame animations, innacuracies might
build up in the modelview matrix due to round offs and repetitive computations
over those innacuracies, specially if it is a long animation. It is genarally
adviced to compute (or pre-compute) the positions and orientations in absolute
terms (calculate the modelview matrix from scratch (identity) instead of
accumulation) for every key frame to ensure objects will point and be where you
really want'em to point and be. This is specially true since you are probably
interpolting between key frames, if accuracy is not a subject then it's O.K.
--
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Alejandro Saez
Software Engineer
Silicon Chile S.A.
Avda. Santa Maria 2560
E-mail: asaez++at++silicon.cl Providencia
Phone: +56 (2) 203 3371 Ext. 107 Santiago
Fax: +56 (2) 203 3370 Chile
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