Note that you can use …[/code[b][/b]] to post code on the forum. :) As
for your problem, I would suggest switching to a quaternion
representation because it’s much easier to work with for things like
this than Euler angles. In particular, slerping between two quaternions
always follows the shortest path between them, so you don’t get the
issues with interpolating across the 0-360 boundary that you get with
Euler angles. On the other hand this does also mean that animating a
spinning object would require around two keyframes per revolution, which
might be a lot of keyframes if it’s spinning rapidly.
[code]…[/code****] to post code on the forum. :)

As for your problem, I would suggest switching to a quaternion representation because it’s much easier to work with for things like this than Euler angles. In particular, slerping between two quaternions always follows the shortest path between them, so you don’t get the issues with interpolating across the 0-360 boundary that you get with Euler angles.

On the other hand this does also mean that animating a spinning object would require around two keyframes per revolution, which might be a lot of keyframes if it’s spinning rapidly.

HI all,

i’ve got a problems which i’ve been trying to solve for a day now

I’m rotating an object by and arcball based controller, it’s been working

great, except all rotations that are clamped in a [0..360] range( after normalizing ). Now i don’t want this, because i want to key frame animations, where a range greater than the[0…360] is needed.

But i can’t quite figure it out, this is some code i had

Regards,

Marks