Blender uses one track per component of the rotation [euler angel x-,y-,z-axis].

I'd like to have one vector-track for all three components, ie three euler-angel per key. For linear and constant it's easy to interpolate and insert until all three tracks have keys at the same places/frames and the three interpolated splines are identical, for bezier OTOH it's somewhat harder and requires some more keys. I guess it's possible though (?) Now I wonder if it's worth it..

The reason I want to do this is because if I do so I can do euler->quat-conversion. What does blender uses internally for interpolation? Euler or quat? Will my realtime player perform differently if I choose to stick with euler?

Another reason for getting quat's is that I can get rid of my last dependencies of blender coordinat-frame altogether as I can convert to quat to any coordinate frame (ie the order of applying the rotations dissapears).

## Euler Conversion

**Moderators:** jesterKing, stiv

and for actions it uses quaternions.

The interpolation code is in eval_icu() here:

http://projects.blender.org/viewcvs/vie ... cvs-markup

There are some functions for euler <==> quat conversion here

(QuatToEul() and EulToQuat()):

http://projects.blender.org/viewcvs/vie ... cvs-markup

Chris