Hi Michael,

I reviewed the code everything sound good. I am not sure about the slerp
because slerp is not commutative i would prefer to keep the lerp.
there is a link here that explain stuff.
http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%
20Using%20It/

Re reading the code i forget to renormalize the quaternion in normalize
function (i just rescaled it). I adjusted this part to renormalize the
quaternion correctly.



Cheers,
Cedric
-  
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Tue, 2009-08-18 at 09:11 +0100, Michael Platings wrote:
> Hi Cedric/Robert
> at present if you have 2 animations of equal priority on 1 model, each
> with a weight of 0.5, one animation will have an effective weight of
> 2/3 and the other one will have an effective weight of 1/3. Which one
> gets the higher weight depends on which one happens to appear first in
> the list of playing animations.
> Another problem is that stopping an animation effectively pauses the
> animation rather than removing its influence as one would expect.
> A separate issue is that quaternions are interpolated without using
> slerp giving unpredictable interpolated values.
>  
> This submission makes the following changes:
> - Animations with equal priority are now weighted correctly relative
> to each other.
> - Quaternions are interpolated correctly using slerp
> - (minor) Channels no longer store their weight as the only time it's
> used is in update() when Animation can pass in the weight directly.
> - If the total weight of the animations is less than 1 then the
> remainder of the weight will be filled in with the base pose. This
> also means that stopping all animations has the effect of resetting
> the animation to the base pose, rather than just leaving it paused.
>  
> Thanks
> -Michael Platings
> 
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