+For interpolations with the primitive ''rotate3d()'', the direction vectors of the transform functions get normalized first. If the normalized vectors are not equal and both rotation angles are non-zero the transform functions get converted into 4x4 matrices first and interpolated as defined in section <a href="#matrix-interpolation">Interpolation of Matrices</a> afterwards. Otherwise the rotation angle gets interpolated numerically and the rotation vector of the non-zero angle is used or (0, 0, 1) if both angles are zero.
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