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#1 rex64  Icon User is offline

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Animation and Network Smoothing using Quaternions

Posted 18 March 2013 - 07:56 AM

I am considering using SLERP (Spherical Linear Interpolation) for angle smoothing. I am looking for something with good performance and smooth animation. Is that the best option, and do you have a good example?

For the 3D position I am considering using MathHelper.CatmullRom or MathHelper.Lerp. What do you recommend? We may also use something like this for AI paths in the future so I am trying to learn a good technique.
A few other choices:
Nlerp,
Spline
Hermite
SmoothStep/Cubic


Thanks to BBeck for all his help on Quaterians, and I also found this article for more info:
http://www.gamedev.n...on-powers-r1095

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Replies To: Animation and Network Smoothing using Quaternions

#2 rex64  Icon User is offline

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Re: Animation and Network Smoothing using Quaternions

Posted 23 March 2013 - 11:10 AM

I found that SLERP for angles and LERP for location seem pretty good. I am using Microsoft's built in functions.
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