interpolation
Interpolation algorithm.
LINEAR: The animated values are linearly interpolated between keyframes. When targeting a rotation, spherical linear interpolation (slerp) SHOULD be used to interpolate quaternions. The number of output elements MUST equal the number of input elements. STEP: The animated values remain constant to the output of the first keyframe, until the next keyframe. The number of output elements MUST equal the number of input elements. CUBICSPLINE: The animation's interpolation is computed using a cubic spline with specified tangents. The number of output elements MUST equal three times the number of input elements. For each input element, the output stores three elements, an in-tangent, a spline vertex, and an out-tangent. There MUST be at least two keyframes when using this interpolation.