摘要 |
Subdividing rotation between two poses in three dimensions may be accomplished in three parts. First, data defining the two poses is obtained from the animation or modeling interface. Second, a path associated with the two poses is determined. Third, using quaternion interpolation, the roll between the two poses is interpolated at intermediate positions along the path. The amount of roll at each of these intermediate positions then may be applied to three dimensional structures used for character rigging.
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