Hello everyone,

I try to make a slerp between two quaternions.
I have a formula that works, but I encounter a problem with maya ...

This is my slerp function:

def slerp_quaternion(m_quaternion_1, m_quaternion_2, f_weight):

    m_quaternion_1 = m_quaternion_1.normal()
    m_quaternion_2 = m_quaternion_2.normal()

    #   If is equial return first quaternion
    if m_quaternion_1.isEquivalent(m_quaternion_2):
        return m_quaternion_1

    # If the dot product is negative, the quaternions
    # have opposite handed-ness and slerp won't take
    # the shorter path. Fix by reversing one quaternion.
    # dot = dot_product(m_quaternion_1, m_quaternion_2)
    dot = dot_product(m_quaternion_1, m_quaternion_2)
    if dot < 0.0:
        m_quaternion_2.negateIt()
        dot *= -1.0

    #   Weight Blend
    f_scale_1 = 1.0 - f_weight
    f_scale_2 = f_weight

    #   Get Quaternion median
    dot = max(min(dot, 1.0), -1.0)
    f_theta = math.acos(dot)
    f_sin_theta = math.sin(f_theta)

    f_scale_1 = math.sin(f_scale_1 * f_theta) / f_sin_theta
    f_scale_2 = math.sin(f_scale_2 * f_theta) / f_sin_theta

    #   New Quaternion
    a_new_values = []
    for i in xrange(4):
        a_new_values.append(lerp(m_quaternion_1[i], m_quaternion_2[i], 
f_weight))

    return pmc.datatypes.Quaternion(a_new_values[0], a_new_values[1], 
a_new_values[2], a_new_values[3])



In Maya, if I take two quaternions from an MFnTransform (getRotation) and I 
turn a transform on an axis I have:
    - A dot > 0 between 0 ° and 180 °
    - A dot < 0 if I am between 180 * and 270 *.

If I do this in a custom node since a matrix my dowry is always positive no 
matter what happens ...
In Maya to  get quaternion from a matrix you have to go through the 
MTransformationMatrix. And that only changes the value of my quaternions 
once I pass the 180 °.
Maya automatically reverse quaternion ? If is that, how i made a gool slerp 
? ...
So, I also have a function to getter the quaternion since any matrix:

def quaternion_from_matrix(m_matrix):

    w = math.sqrt(max(0, 1 + m_matrix(0, 0) + m_matrix(1, 1) + m_matrix(2, 
2))) / 2.0
    x = math.sqrt(max(0, 1 + m_matrix(0, 0) - m_matrix(1, 1) - m_matrix(2, 
2))) / 2.0
    y = math.sqrt(max(0, 1 - m_matrix(0, 0) + m_matrix(1, 1) - m_matrix(2, 
2))) / 2.0
    z = math.sqrt(max(0, 1 - m_matrix(0, 0) - m_matrix(1, 1) + m_matrix(2, 
2))) / 2.0

    x *= -1 if x * (m_matrix(2, 1) - m_matrix(1, 2)) >= 0.0 else 1
    y *= -1 if y * (m_matrix(0, 2) - m_matrix(2, 0)) >= 0.0 else 1
    z *= -1 if z * (m_matrix(1, 0) - m_matrix(0, 1)) >= 0.0 else 1

    return OpenMaya.MQuaternion(x, y, z, w)



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