@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 136 : Quaternion Swing and Twist @SketchpunkLabs | Uploaded 4 years ago | Updated 3 hours ago
This is the second video in relation to IK Animation. Before dealing with IK stuff, I want to go through a few math ideas that I found to be important when trying to animate characters with IK. This second one is about breaking rotation into a set of 2 rotations that makes it easy to store and translate to IK Bones. The basic idea is to swing a bone to face a specific direction, then apply a roll / twist, for example swing your arm then just rotating just your wrist. Saving data as a direction vector plus an angle of rotation for the twist makes it pretty easy to store in a vec4 data type and works pretty well to share overall animation to various ik rigs.

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Links of Interest

http://allenchou.net/2018/05/game-math-swing-twist-interpolation-sterp/

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GitHub :: https://github.com/sketchpunk/FunWithWebGL2
Patreon :: https://www.patreon.com/sketchpunk
Twitter :: https://twitter.com/SketchpunkLabs
WebGL2 : 136 : Quaternion Swing and TwistWebGL2 : 122 : IK Solver AimWebGL2 : 137.6 : IK Rigs - Head & SpringsWebGL2 : 117 : Arc Circle IK SolverWebGL 3D Painting PrototypeWebGL2 : 137.0 : IK Rigs IntroWebGL2 : 134 : Data Texture Skin AnimationIK Rig - Prototype DemoWebGL2 : 119 : Three Bone IK SolverWebGL2 : 137.3 : IK Rigs - FeetWebGL2 : 129 : Spring Bone ChainWebGL2 : 132 : Animation Retargeting

WebGL2 : 136 : Quaternion Swing and Twist @SketchpunkLabs