On 25-2-2014 10:05, scott wrote:
> 1 - If you can calculate the final position and rotation then use
> quaternions to represent the rotation and use simple linear
> interpolation of the position and rotation of the body throughout the
> animation.
Just by chance, the other day, I was dusting of my collection of codes
and found this:
http://news.povray.org/povray.binaries.scene-files/thread/%3CXns940E6C1F42D3FNone%40204.213.191.226%3E/?ttop=391498&toff=550
Maybe that might help you?
Thomas
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