Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)
Quater..Inter- WHAT? Sorry, I haven't messed with the animation functions in Poser very much. BUT, here's a quote from "The Poser 4 Handbook" by R. Shamms Mortier: "Loop Interpolation/Quaternion Interpolation: Here are definitions for both Loop and Quaternion Interpolations, written by Larry Weiner, the main programmer for Poser 4: QUATERNION INTERPOLATION is a special mathematical interpolation technique that produces in-between motions that are more predictable between poses, but can cause strange-looking discontinuities when you look at the graphs of individual rotation parameters. The interpolation happens by using all three rotation channels at once, instead of simply interpolating each one individually (which is the default). It's only useful for animators who are really getting into the nitty-gritty of working out animations, and are having trouble with fine-tuning their animations. If you don't need it, it's probably easiest not to use it. LOOP INTERPOLATION allows for easier creation of cycling animations. If you have a 30-frame sequence, and put keyframes only at frames 1 and 15 (introducing some change at 15), and turn on Loop Interpolation, you will see that the animation smoothly blends through frame 30 back to frame 1. Viewing the graph will also allow this. If you put keyframes near the end that are not similar to frame 1, you may get some very unexpected and strange in-betweens in the frames just before these because the last frame is essentially the frame before the first frame. Viewing the graphs really helps make it clear clear what is going on." Whew! That really gave my typing skills a workout! A bit technical, but I don't think you can get to far from that since this is a very technical function. Hope this helps.
The above scenario would only happen if you were using loop interpolation (default, god only knows why) instead of linear interpolation. The difference being that loop interpolation will start from the current pose, go to the destination change keyframe, then go back to the original pose. Linear will go from the current pose, to the destination pose, then stop until you continue to the next keyframe. Hope this clarifies the two a bit. co(V)(V)union
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I'm not sure what the Quaternion Interpolation option does in the Animation menu. I found a web site (http://www.gamedev.net/reference/articles/article1095.asp) that describes Quaternions but can someone explain it in laymen's terms? What benefit would I have in either having it enabled or disabled? Ulysses