Timeline for Matrix interpolation for animation blending
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Dec 28, 2012 at 7:02 | history | tweeted | twitter.com/#!/StackGameDev/status/284554808382345217 | ||
Dec 21, 2012 at 12:01 | vote | accept | Rye bread | ||
Dec 21, 2012 at 9:10 | answer | added | Jeff Gates | timeline score: 0 | |
Dec 21, 2012 at 8:14 | answer | added | sam hocevar | timeline score: 3 | |
Dec 20, 2012 at 23:08 | comment | added | House | Also, since it's just one model, you may want to make sure that it's not being exported in a strange way. I had a model that had one of the bones rotation set to Euler instead of Quaternion. All of its rotations were funky as a result. | |
Dec 20, 2012 at 22:51 | comment | added | House | Have you tried Slerp while in the quaternion form? Works great for my animations. You can see an example in the source code for JMonkey 3D. (It's in Java, but I'm sure you'll get the gist of it for C#) | |
Dec 20, 2012 at 22:43 | review | First posts | |||
Dec 20, 2012 at 22:55 | |||||
Dec 20, 2012 at 22:28 | history | asked | Rye bread | CC BY-SA 3.0 |