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Nov 4, 2024 at 20:15 history edited Chaos CC BY-SA 4.0
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Nov 4, 2024 at 4:49 history became hot network question
Nov 3, 2024 at 22:36 vote accept Chaos
Nov 3, 2024 at 22:27 answer added DMGregory timeline score: 1
Nov 3, 2024 at 22:03 history edited Chaos CC BY-SA 4.0
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Nov 3, 2024 at 21:53 comment added Chaos I update the question. When I invoke Squad with support, I get exactly the interpolation I expect from a camera. The same holds for Slerp.
Nov 3, 2024 at 21:51 history edited Chaos CC BY-SA 4.0
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Nov 3, 2024 at 21:35 comment added DMGregory It might be useful to share your code, to see if we can spot any implementation issue.
Nov 3, 2024 at 21:05 comment added Chaos I apply this technique in a simulation engine I am designing, I rotate my camera employing interpolated rotations. Interpolants are camera orientations that are picked first and then employed. When the function works correctly, I have a camera that smoothly points to intermediate points passing through all interpolants. To be precise, I am only visually validating the output.
Nov 3, 2024 at 20:55 comment added DMGregory What's the standard against which you're comparing the output of your function?
S Nov 3, 2024 at 20:49 review First questions
Nov 3, 2024 at 22:40
S Nov 3, 2024 at 20:49 history asked Chaos CC BY-SA 4.0