## vertex weighting

Question:

How do I apply let's say 50% of a rotation matrix to a vertex?

I'm trying to get a skeleton deformer working and I need to apply x% of a rotation to vertices depending on matrix influence on it.

pointers please

Look into Quaternions. They're probably the easiest way to do spherical linear interpolation.

The skeleton is pretty much working the issue I have is that every bone has absolute control over the vertices attached to it.

So I want to apply 50% of matrix A rotation, and 50% of matrix B rotation to the vertices close to joint formed by (A-B)

It should look OK if you just use the weighted sum of the transformed vertices, ie 0.5 * (M0 * v) + 0.5 * (M1 * v)

I'll try that, thanks...

both seem to work