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ehmdjii

[SOLVED] are skeletal keyframes usually interpolated?

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hello, i am animating my models using the MD5 format. currently i am just moving to the next frame after a certain time (1/framerate) has passed. although my framerate is at 30, the animation feels a bit stutterly. so my question is, are keyframes ususally interpolated or not? thanks! [Edited by - ehmdjii on June 26, 2006 7:58:21 AM]

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i'm quite sure that they are interpolated. At least the modelling packages and the warcraft3 file format does it.

regards,
m4gnus

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ok, thanks, then my next question is: how do you interpolate the MD5 format?

do you just calculate the vertex positions at each keyframe and then interpolate them.

or do you interpolate the quaternions of the bones and then calculate the vertex positions out of them?

thanks!

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Quote:
Original post by ehmdjii
ok, thanks, then my next question is: how do you interpolate the MD5 format?

do you just calculate the vertex positions at each keyframe and then interpolate them.

or do you interpolate the quaternions of the bones and then calculate the vertex positions out of them?

thanks!


I can't remember anything about the md5 animations format (probably because I haven't gotten around to finishing my loader for it).

Does it give keyframes as a time and a quaternion, or does it give keyframes as a time and a vector (which could be either rotation or position)?

With interpolating quaternions, take a look at something called "slerping."

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the problem is resolved.

thanks everyone, i figured out you just have to interpolate the position and rotation of each joint.

now the next thing is how to play two animations at once, but i will open an extra thread for that.

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Guest Anonymous Poster
Use quaternion slerp to interpolate rotations.

Thread, what... :)

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