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How To Use Slerp
Hi there! In the past days I've tried to keep my private doubts to myself but now I just have to ask you: WHAT is Slerp and HOW does it works? I've read through many of the questions about it here on UA, one of the most useful for my comprehension was the answer to this question. Before I couldn't even get the Slerp to work, but now I can!
Unfortunately, my Slerp is not working as I'd like it to do: it's jumping, and since I couldn't grasp what is going on in a Slerp I'm now unable to understand what's causing this jump... right now the jumping seems to be linked with the speed.
Now, I'd prefer not to show you any of my messy code because I don't like to be feed with straight code answers and I don't want this question to be tied to specific code, plus I'd like to make it on my own. What I would like to hear is some more explanation about this example, and about all the variables Slerp needs to work.
As far as I know, Slerp can do in curves what Lerp can do only in straight lines. It needs the starting position, the final one, a center around which revolving and a speed. What's all that magnitude thing in the first example and why the duration is given by (Time.time - startTime) / something? What about this jumping issue?
Thanks a lot to everyone so kind and patient to answer this question.
Answer by tanoshimi · Nov 07, 2013 at 07:40 PM
If you want the really authoritative answer to the question, you can read the original 1985 paper by Ken Shoemake in which he first introduces and describes the method of spherical interpolation for quaternions: http://run.usc.edu/cs520-s12/assign2/p245-shoemake.pdf
Even if you get lost by some of the more technical maths, the description of the problem and the solution is actually surprisingly understandable.
hi tanoshimi and thanks a lot for the link, I've never been good at math but the article is indeed understandable! my brain hasn't unfortunately already found a solution for my problem but I'm going to keep trying, at least now I have some hints to understand better quaternions and rotations!
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