Hello,
I have two rotation matrices and I'd like to use quaternions in order to create a smooth animation between these two matrices. In DirectX SDK I've found the following information:
D3DXQuaternionRotationMatrix: Builds a quaternion from a rotation matrix
D3DXQuaternionSlerp: Interpolates between two quaternions, using spherical linear interpolation
I understand I can convert my matrices to quaternions using D3DXQuaternionRotationMatrix and then find interporated quaternions using D3DXQuaternionSlerp. It all works fine but I could not find a function to convert quaternions back to rotation matrices. I need matrices in order to calculate a final world matrix.
How to convert a quaternion to a matrix using DX9?
Thanks,
Leszek