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captainlardnicus

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  1. Maybe I just have to bite the bullet and average the quaternions...
  2. Hi, I've been playing with a gyroscope/compass/accelerometer libraries (namely, "fulltilt") and the data I'm getting does not match the frame rate of the device. Normally, I would rely on TweenMax to smooth things out by just adding a tween every time it updates, but all the information I can see about tweening quaternions in TweenMax relates to the Flash plugin. Has anyone animated (slerped?) quaternions with the HTML5 version of TweenMax? Thanks!
  3. As another followup, I made this playing card demo with various options: http://codepen.io/captainlardnicus/pen/jEXXqw
  4. As a followup, here's what I ended up with in the end: http://codepen.io/captainlardnicus/pen/jEXXqw It's not box2dweb (where the pivot point follows the mouse cursor with "weight" of the object spinning it around) but it is also much simpler, and applies directly to a DOM object.
  5. The code you had to end the rotation and x/y at the same time was interfering with TweenMax's ability to reset the rotation. You can see this in this fork with a reset tween onclick: http://codepen.io/captainlardnicus/pen/dPwwXE Dragging and dropping without throw will restore the correct rotation when you click the cube. Throwing the cube will upset this and the correct rotation of 0 will not occur. But having them end separately didn't really bother me too much, it was getting them to play well together. Thanks for your help OSUBlake and Diaco.AW!
  6. I was super excited when I saw the demo, but now I'm trying to combine rotate and drag (kinda like playing cards, or a table of photos maybe) and am starting to run into problems. I know this is probably not what it was originally designed for, and maybe there's a better way or a better plugin for this, but I thought I'd pop this up anyway as a kind of curveball request. Has anyone done this before? Is there a better way? Thanks!
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