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Game Math: Interpolating Quaternions with Circular Blending | Ming-Lun "Allen" Chou | 周明倫
[latexpage] This post is part of my Game Math Series. While processing data for skeletal animations, we are usually faced with a series of discrete samples of positions and orientations. The positional samples are typically stored as a series of 3D vectors, and the orientational samples are typically stored as a series of quaternions. The