Timeline for Interpolation over a sequence of quaternions
Current License: CC BY-SA 4.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 4, 2024 at 20:15 | history | edited | Chaos | CC BY-SA 4.0 | added 109 characters in body |
| 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 | edited body |
| 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 | added 3576 characters in body |
| 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 |