Curves & interpolation · 10 / 10
Slerp / Quaternion Interpolation
回転姿勢を球面上で滑らかにつなぐ。
Compare in motion
Interactive demo
キャラの向き
AReference
角度の数値をそのまま混ぜる
BSlerp / Quaternion Interpolation100%
急な姿勢切替を滑らかにつなぐ
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 回転姿勢を球面上で補間 → 右を向く。
A small visual example of a game use case. Games combine these techniques with assets and other effects.
Read the storyboard
例: キャラの向き
1. Start
左を向く
2. Change
回転姿勢を球面上で補間
3. Result
右を向く
How it works
1. Input
二つの回転姿勢
2. Process
球面上を補間
3. Result
滑らかな回転
Further reading
The Book of Shaders — Shaping Functions ↗A general reference for this subcategory.