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Add Math::blend_from_angle() and Quaternion.blend_from() to blend rotations from an initial axis
#100845
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Add Math::blend_from_angle() and Quaternion.blend_from() to blend rotations from an initial axis
#100845
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I think we need to discuss with other maintainers whether this makes sense to implement as a global scope function like this. It seems highly specific, as the comment points out too, so maybe it should be a helper in a more specific class. But if there are valid use cases outside of bone rotations it can make sense as a global utility function.
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I think the most common use will be within a custom SkeletonModifier3D in GDScript.
I don't strongly disagree with making them static functions outside of global scope, e.g. Skeleton3D or Skeleton2D, but these formulas are applied to other classes than those Skeletons in AnimationTree's blending process.
So I can't say if that is the right direction to go, since it would require including Skeleton2D just for that purpose in the AnimationTree.