(This might be in the wrong forum, but I didn't really know where to post i.. It's VRML-code, but I figure most 3D-animations use the same method for rotations...)
Hello!
I'm having a problem regarding the orientationinterpolator: I want to make the same rotation using a script and a table of all values instead, but I just can't get it right. How does the interpolator work? Let's say I want to move from
[x1 y1 z1 rot1] = 0 0 1 1.57
to
[x2 y2 z2 rot2] = 1 0 0 1.57
in two steps - what values should I use? I've been trying to do this by using the unit sphere (generating the code in matlab):
[codebox]alpha = acos(x1*x2 + y1*y2 + z1*z2); %angle between the orientations
%[x3 y3 z3] is 90