non - linear interpolation
has someone an idee how to interpolate model keys in a non linear way ???
the problem:
i have vertex data of a model for every key, and all frames between this two keys i calculate with a interpolation! but the easyway linear interpolation is not realy fine for models !!!
x|xxxxx--|
x | x |
motion: xxxxxxxxx--| x|-xxxx x is the smooth motion i need
xx
keys: k k k
thanks for help
Well, go up a degree or two to find what''s best for what you''re doing. Find yourself some tutorials on quadratic and cubic interpolation, although if you understand linear interpolation you should be able to work those out.
peace and (trance) out
Mage
peace and (trance) out
Mage
thx
has tested quadric at time ... is inferior, because there are nooks at end of interpolation (when next key change direction)
ideal where a spline interpolation showed at this page !
http://www.gamasutra.com/features/20030325/fernando_04.shtml
an idee ?
are there opengl methodes ?
has tested quadric at time ... is inferior, because there are nooks at end of interpolation (when next key change direction)
ideal where a spline interpolation showed at this page !
http://www.gamasutra.com/features/20030325/fernando_04.shtml
an idee ?
are there opengl methodes ?
the best is to use more initial frames to generate less higher order keyframes, so that your equations always have too many constaints, then you can choose the keyframes that minimize the error.
You place keyframes at the "less smooth" places. I use an algo that distributes keyframes along the timeline and removes the useless ones an shifts the others at discontinuities.
You can try any type of linear compression(/interpolation) : polynomial, harmonic, or anything you can think of. You could even pick an ad-hoc basis for every model (but I wonder how to do that in decent time...)
I get good animation with good compression.
A walking character ends up in one or two keyframes, for example.
You place keyframes at the "less smooth" places. I use an algo that distributes keyframes along the timeline and removes the useless ones an shifts the others at discontinuities.
You can try any type of linear compression(/interpolation) : polynomial, harmonic, or anything you can think of. You could even pick an ad-hoc basis for every model (but I wonder how to do that in decent time...)
I get good animation with good compression.
A walking character ends up in one or two keyframes, for example.
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