ah, thanks xDan!
Edit: For some reason it doesn't interpolate the Z coordinate. I'll look into it more
Search found 5 matches
- Sat Mar 15, 2008 5:42 am
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1514
- Fri Mar 14, 2008 5:20 am
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1514
- Thu Mar 13, 2008 3:36 am
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1514
- Sat Mar 08, 2008 10:13 am
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1514
night_hawk: thanks heaps for your code =D
I would love a method that checked for the shortest path. for example if the original X was at 20, and the target X was at 270 it would be quicker to go down instead of up...
My code for doing this looks like someone threw it up, and it still doesn't work ...
I would love a method that checked for the shortest path. for example if the original X was at 20, and the target X was at 270 it would be quicker to go down instead of up...
My code for doing this looks like someone threw it up, and it still doesn't work ...
- Thu Mar 06, 2008 3:14 am
- Forum: Advanced Help
- Topic: Rotation interpolation
- Replies: 13
- Views: 1514
Rotation interpolation
I have two rotations, a target and a current(old) rotation vector. I need to animate a smooth transition between the two.
How do I get a rotation that is between the two vector3fs?
How do I get a rotation that is between the two vector3fs?