now I know your first thought is going to be rotation matrices, but take a moment to think about how they're applied...
I'm wondering if there isn't something more efficient, or if there really needs to be that many operations per bone and vertex.
I'm looking for the smallest data structure, as well as how to convert to and from it, with application as well.
all of which hopefully housing less than 16 operations per bone.
I'm currently trying euler angles which are believed to have fewer operations for building the influence result, though I'm told otherwise.
(please don't bring up gimbal lock as it's not even a factor, since I'm not applying them 1 axis at a time)
but I'm currently having a problem finding an accurate conversion algorithm from quaternions...
pretty much every algorithm uses asin, limiting the offending axis by 90° max movement.
if not that, then the orientation is improper, XZY or YZX for example, and flipping them around illogically yields improper results...
proper orientation is in OpenGL terms, related to your monitor:
X - width
Y - height
Z - depth
now in rotation, this applies as such with a plane facing towards you:
X - pitch
Y - yaw
Z - roll
there's other terms referring to attitude, heading, and bank, but I don't understand the relations...
could someone help clear up these conundrums, or perhaps provide code please :)
comments appreciated as I would like to learn what each line does :)
many thanks, and credit to you in my project. :)
also, please don't mention 3rd party packages... I'm doing my own stuff and would prefer to avoid locks.
I don't care about reinventing the wheel again