I'm modding a game that uses 4x3 and 4x4 matrices to make skeletons, but I saw that an skeleton can also be made with a quaternian rotation and vector translation and scaling. What's the difference ...
I use the XNA Animation Component library to perform blending between animations. It uses spherical linear interpolation between matrices. In most cases this works without problems. However, I have ...
In an attempt to solve this question, I decided to figure out the absolute (world space) directions of each joint in the source pose (as normalized unit vectors), and then rotate the joints of the ...