#Are SLERPS possible to do with cartesian coordinates, and if so how?

9 messages · Page 1 of 1 (latest)

digital kelp
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I've been trying to make a slerp for an animation project, and I can't figure out how to make it using cartesian coordinates. The equation just lists the points as p0 and p1, but what are they? What could I plug into po and p1 to make it work?
https://en.wikipedia.org/wiki/Slerp

(I can't use a quaternion slerp due to the programs capabilities, it has to be vectors)

In computer graphics, Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant-speed motion along a unit-radius great circle arc, given the ends and an interpolation parameter between 0 and 1.

brazen vaultBOT
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digital kelp
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might as well ask in compsci

pure remnant
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Why don't you use just the quarternion defn saw why

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Also the one you've linked seems even simpler it's already in Cartesian coordinates

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What exactly are you confused about

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P0 and p1 is the start and end point of the motion you need

digital kelp