[x3d-public] Converting orientation interpolators

John Carlson yottzumm at gmail.com
Tue Nov 26 13:14:12 PST 2024


I'm pretty happy just multiplying the joint centers by
skeleton.matrix_world currently  If people aren't happy, then I'll do the
bone animations.

John

On Tue, Nov 26, 2024 at 11:24 AM Vincent Marchetti via x3d-public <
x3d-public at web3d.org> wrote:

> The idea seems sound to me. Is it possible to do a prototype
> implementation using the Python API and use a shader/GPU accelerator once
> correctness is demonstrated?
>
> Vince Marchetti
>
>
> > On Nov 26, 2024, at 9:13 AM, John Carlson via x3d-public <
> x3d-public at web3d.org> wrote:
> >
> > So my thought to convert orientation interpolators to Blender is to take
> an axis angle, convert it to a quaternion,  multiply by the transform
> stack, then pull the rotation out of the animation and put it in the
> keyframe, then go to the next axis angle, etc.  This sounds like a job for
> a compute shader (SIMD), but I don’t know how to use them, particularly in
> Blender.
> >
> > Hmm?
> >
> > John
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