Hello all,
Recently there was an email discussion between Brecht, Stefan Werner and
Mark Theriault from Tangent Animation, and me, about quaternion
interpolation and the effect on motion blur. I have summarised the
discussion so far, and want to invite anyone who's interested to join in:
https://
> F-curves for quaternions:
> I don't know anybody who use individual animation curves when working
> with quaternions, but this doesn't mean that there's no one doing it.
> I simply didn't have a chance to meet such person.
> However I've heard some day that at least few people on the face of
> th
The issue is not "bad" blender's behavior but difficulties with
understanding what is going on when certain rotation models are used.
When animating rotations we often use our intuition and expect some
behavior because we know our particular case.
Algorithms don't know exactly what our goal is.
Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
> >> way how it could be correctly imple
> But I think that this is not really the kind of
> interpolation an animator would want to have
> in this case. As an animator I would prefer
> a direction interpolation and a separate "roll"
> interpolation.
Believe me, as an animator and rigger, I have thought about this
problem a lot. But it
Yes, you're right. But I think that this is not really the kind of
interpolation an animator would want to have in this case. As an
animator I would prefer a direction interpolation and a separate "roll"
interpolation. Ideally both rotations (as in your example files) would
follow the same path
> What i expected was a smooth motion, but
> instead it goes straight up (to 2nd key) and continues with a curve that
> _bends downward_ to key 3. Given that it has to move trough the keys i
> would have at least expected a "linear" motion (shortest path) from key
> 2 to key 3.
The interpolation
I don't know if this is a known issue. But i tried the following. I made
a key for a leg (restpose), bended it forward (xrot 90°, second key)
and moved it to the side (zrot 90°, third key), and then added a fourth
key (restposition again). What i expected was a smooth motion, but
instead it go