Frame Interpolation issues for skeletal animation

Posted by sebby_man on Game Development See other posts from Game Development or by sebby_man
Published on 2012-04-17T07:52:00Z Indexed on 2012/06/17 3:25 UTC
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I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between the orientations at the two key frames, I got a very wacky animation. I know my skinning equation is right because the animation is perfectly fine when the animation is directly on a keyframe rather than in-between two.

I'm using glm's built in mix function to do the slerp, so I don't think there are any problems with the actual slerp implementation.

There's really one thing left that could be wrong here. I must not be in the correct space to do slerp. Right now the orientations are in joint local space. Do I have to be in world space? In some other space along the way? I have the bind pose matrix and world-space transformation matrix at my disposal if those are needed.

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