Original Post
I've recently created a Doom3 animation/mesh loader and although the animation is going well with my quaternions, I can't get them to blend correctly (currently I'm jumping from one frame to the next). I've searched on the net for some source code, but it seems (s)lerping quaternions doesn't exactly produce the results I expect. The situation: - A point at (1,0,0) - One quaternion which rotates a point -90 degrees around the y-axis (resulting in above point moving to (0,0,1) - Another quaternion which rotates a point +90 degrees around the z-axis (resulting in the starting point moving to (0,1,0)) - A slerped quaternion slerping the above two quaternions with factor 0.5 (for now) As I thought of quaternion this would result in a rotation of 90 degrees around the (0,-1,1) axis (normalized) thus resulting in the original point moving to (0, sqrt(2.f)/2.f, sqrt(2.f)/2.f). But the code I've seen results in something like (x, sqrt(2.f)/2.f, sqrt(2.f)/2.f) I haven't checked the exact result, but x>0. Is this correct?