feat: add Blender interpolation types and input validation to AnimationInterpolator#5
feat: add Blender interpolation types and input validation to AnimationInterpolator#5RazorPlay01 wants to merge 1 commit into
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RazorPlay01
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Jun 9, 2025
- Added BEZIER, BACK, BOUNCE, ELASTIC, QUADRATIC, and CATMULL_ROM interpolations
- Implemented full support for Vector3f and Quaternionf with correct lerp/slerp operations
- Added input validation for startValue and endValue lists
…onInterpolator - Added BEZIER, BACK, BOUNCE, ELASTIC, QUADRATIC, and CATMULL_ROM interpolations - Implemented full support for Vector3f and Quaternionf with correct lerp/slerp operations - Added input validation for startValue and endValue lists
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What kind of models you are loading? glTF only supports LINEAR, STEP and CUBIC_SPLINE, VMD has its curve interpolation(not supported for now, use linear in code) |
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I had the golden formulas project that I made a while ago and that's why I included so many, but I did it so that the VRM models support Bezier. |
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The format of in-memory model & animation data is based upon glTF. If there is a model format use interpolation functions you added, I can accept you PR. (for example, VMD's cubic interpolation, but VMD's interpolation is special) Otherwise I prefer making AnimationInterpolation a open class, so you can extend it in your project. |
VRM is based upon glTF, how does VRM supports bezier? I can't find bezier support in VRM spec. Is it your extension? |
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Now AnimationChannel can hold AnimationChannelComponent, and you can implement your own AnimationInterpolator. Example is VmdBezierInterpolation and VmdBezierChannelComponent. If there is any model formats to be supported needs to use these interpolation types, you can make a new pull request. |