cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

__author__ = 'thoth'

#
# demonstrate the "instability" of matrix decomposition into quaternions.
#

"""
http://blender.stackexchange.com/questions/28438/how-do-i-ensure-a-sequence-of-quaternions-from-matrix-decompose-is-continuous

It seems that blender's Matrix decompose() function can exhibit some numerical "instability".  What I mean is that orientation matrices that are relatively close can have significantly different elements in their quaternion matrix that makes interpolated keyframing unusable.

The following simple python script will calculate a sequence of matrices representing rotations around the Z axis in a smooth manner.  It then decomposes the matrix into a quaternion, and inserts that as a keyframe.  When you view the resulting fcurves in blender you can see that the Z value jumps from -1 to 1 about halfway through the animation.

Is there a technique for blender's python API to get a sequence of quaternions that can be keyframed and interpolated without discontinuity?  For bonus points: link to an article that explains this mathematical oddity and why decomposition works this way.

This technique should be usable with arbitrary orientation matrices, because they are calculated from something a little more complex than this simple Z rotation (in my specific case I'm flying along a bezier curve).

"""

import bpy
from math import *
from mathutils import *


def matrix_for_time(t):
    theta = 2 * pi * t
    mat = Matrix([[cos(theta), sin(theta), 0],
                  [-sin(theta), cos(theta), 0],
                  [0, 0, 1]]).to_4x4()
    # for illustration we use rotation about Z axis,
    # but in the arbitrary case, the orientation could be for a pine cone bouncing down a hill.
    return mat


def mission(obj):
    res = 36
    qs = QuaternionStabilizer()
    for z in range(res):
        mat = matrix_for_time(z/res)
        (loc,quat,scale) = mat.decompose()

        obj.rotation_quaternion = qs.stabilize(quat)
        for ai in range(len(quat)):
            obj.keyframe_insert(frame=z*5, data_path="rotation_quaternion", index=ai)


class QuaternionStabilizer:
    def __init__(self):
        self.old=None

    def stabilize(self, q):
        if self.old is None:
            rval = q
        else:
            # compute the distance between old and q
            d1 = (self.old-q).magnitude

            # compute the distance between old and -q
            d2 = (self.old+q).magnitude

            if (d1<d2):
                # q is closer to old
                rval = q
            else:
                # -q is closer to old
                rval = -q

        self.old = rval
        return rval

mission(bpy.context.active_object)

Blender python API quick-start

Syntax highlighting by Pygments.