So, I'm working on an animation system in C++, and am trying to blend multiple animations together. A slerp is easy on two quaternions, but is it efficient (or accurate) to chain together for more than two quaternions? I would think there'd be a better way.
I did stumble upon this thread outlining an approach in Unity, but it looks pretty cumbersome, and a lot of it doesn't translate easily into the code base I'm working with. I have actually implemented the eigenvalue-based approach, but it is very slow. There must be a more efficient way!