I'm trying to implement an skinning mesh and I use Hermite Interpolation for evaulating frame's position. When I use the normal interpolation t*p1 + (1-t)*p2, it run well, but when I change to ...
Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
I've read this in several well known articles, including this one: http://www.koonsolo.com/news/dewitters-gameloop/ Under the Interpolation and Prediction subheading is the description of the ...
Because DCC tools supports very many options, we resample the animation curve splines, but I think it still need to be interpolated. I think there's some de facto standard for this animation ...
I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between ...
Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: float d = (float)(targetTime.Ticks - keyframe_start.ticks) / ...