“Average” of multiple quaternions?

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执念已碎
执念已碎 2020-12-12 17:31

I\'m trying to make the switch from matrices to quaternions for skeletal animation in my OpenGL program, but I\'ve encountered a problem:

Given a number of unit quat

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  •  难免孤独
    2020-12-12 17:40

    With quaternions you can do same thing, but with small correction: 1. Negate quaternion before averaging if its dot product with previous sum is negative. 2. Normalize average quaternion, a the end of averaging, if your library works with unit quaternions.

    The average quaternion will represent approximately average rotation (max error about 5 degree).

    WARNING: Average matrix of different orientations can be broken if rotations too different.

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