RE: Cubic interpolation in XSI

Date : Tue, 23 Aug 2005 07:19:33 +0000
To : 3DGames(at)Softimage.COM
From : "Salam Bahnassi" <sinshey_kodou(at)hotmail.com>
Subject : RE: Cubic interpolation in XSI
Thanks a lot Andrew.
Only one more question, I've been searching for a period now on how to apply the values I have from XSI into this formula...


Now we have the start point A (at t=0), and end point D (at t=1). B and C are the control points for the curve (these can be set at any time [0,1]).
So my question is, how do I get all this info into the formula?
What do I pass for A,B,C, and D?


Super thanks!

-----Original Message-----
From: Andrew Skowronski [mailto:askowron(at)Softimage.COM]
Sent: Monday, August 22, 2005 11:03 PM
To: 3DGames(at)Softimage.COM
Subject: RE: Cubic interpolation in XSI

In the scripting reference for the FCurve Object it has this comment,
which I hope answers your question:



Note: Interpolation (how the value is evaluated between FCurveKeys) can be
constant, linear, or cubic. 'Cubic' means that a Bezier curve is
calculated as the interpolation between the keys. XSI uses cubic Bezier
curves defined as follows:

"Four points A, B, C and D in the plane or in three-dimensional space
define a cubic Bezier curve. The curve starts at A going toward B and
arrives at D coming from the direction of C. In general, it will not pass
through B or C; these points are only there to provide directional
information. The distance between A and B determines "how long" the curve
moves into direction B before turning towards D." (from de Casteljau's
algorithm)

The parametric form of the curve is:

B(t) = A(1-t)^3 + 3Bt(1-t)^2 + 3Ct^2(1-t) + Dt^3

-----Original Message-----
From: owner-3dgames(at)Softimage.COM [mailto:owner-3dgames(at)Softimage.COM]On
Behalf Of Salam Bahnassi
Sent: Monday, August 22, 2005 4:00 PM
To: 3dgames(at)Softimage.COM
Subject: Cubic interpolation in XSI


Hi people,

This is quite a quiet list I suppose, but I hope I get the answer...
Because
I'm really desperate for it...
Through my adventure to open dotXSI files, I faced the cubic fcurve
interpolation.. So far, I've managed to get all other types working
(constant, linear, and hermite), but for this one I can't really find the
math for doing the interpolation.

I searched for cubic interpolation, but all the forms I found deal with
the
curves in a different manner than specifying the tangents through LeftXY
and
RightXY...

Would someone (perhaps from softimage) be kind and provide me with the
math
or code for dealing with XSI's cubic fcurves?

Thanks a ton!

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