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I am trying to implement what is presented in this very interesting tech conference about animation http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach

As a quick summary, it is about making an pose based animation system. Instead of playing animation, we play fix poses and interpolate between different poses to create the motion.

I am successfully doing linear interpolation between different pose by lerping the model space translation and slerping the model space rotation between two poses.

However, at 7:30 it is proposed to interpolate using bicubic interpolation, in order to assure position and speed continuity.

I spend some times thinking and researching about it, but I am not really sure what it means.

Could anyone provide me a bit of guidance on this question

Rudy_FnP
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  • the wikipedia page has pretty good definitions in series notation.. – Grady Player Aug 11 '17 at 17:19
  • I read that, https://en.wikipedia.org/wiki/Bicubic_interpolation but what is not clear is on which variable the interpolation should happen: euler angle? quaternion components? – Rudy_FnP Aug 11 '17 at 18:57
  • I saw this video just a few days ago, and was wondering why he stated that he used bicubic interpolation. A "bi-" variant of interpolation would only be needed in a situation where the values to be interpolated vary over a two-dimensional region (like a height map or a texture, for blending between pixels). Key frame data only vary over time. – Nathan Oct 19 '17 at 12:20
  • totally agree with you. So far, I can just understand he misspoke on this specific point. – Rudy_FnP Oct 19 '17 at 17:03

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I found the solution here: http://archive.gamedev.net/archive/reference/articles/article1497.html

This links describes how to perform cubic interpolation.

Rudy_FnP
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