ggazzo / opennero

Automatically exported from code.google.com/p/opennero
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turning animations for Steve robot rotate relative to frame of reference and overshoot on slerp turns #78

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Go into Maze
2. Start e.g. DFS

What is the expected output? What do you see instead?

In Maze or Tower, when the model turns and plays a turning animation at the 
same time, the result is an "overshooting" effect caused by relative rotation 
of the turning animation wrt the frame of reference which is already 
interpolated by the system. We should either interpolate rotations differently 
(harder) or add a counterrotation transform to the turning animations.

Please use labels and text to provide additional information.

Original issue reported on code.google.com by ikarpov on 26 Aug 2011 at 8:05

GoogleCodeExporter commented 9 years ago
using the 60 degree turn animation for the 90 degree turn actually looks a 
little better

Original comment by ikarpov on 26 Aug 2011 at 3:31

GoogleCodeExporter commented 9 years ago

Original comment by ikarpov on 14 Nov 2011 at 9:06

GoogleCodeExporter commented 9 years ago

Original comment by ikarpov on 1 Sep 2013 at 7:00