Difference between revisions of "Talk:Quaternion"
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(That would be the vector 1x,1y,0z ?) |
(That would be the vector 1x,1y,0z ?) |
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+ | I ended up with Q = 0.707 0.0 0.707 0.383 though.(x,z pos or negative depending on up/down, left/right orientation) |
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+ | Which looked to be working ok in-game. But according to the vector approach I probably ended up with a bigger z-angle than I intended. |
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--[[User:Arexack|Arexack]] 16:55, 12 September 2006 (UTC) |
--[[User:Arexack|Arexack]] 16:55, 12 September 2006 (UTC) |
Revision as of 18:24, 12 September 2006
the calculus might not work as expected....
hmm....
--Arexack 17:21, 11 September 2006 (UTC)
Indeed, it's wrong - I've submitted a corrected version.
--Aegidian 18:14, 11 September 2006 (UTC)
I thought it might be multiplying instead of adding, couldnt't find clear examples or description in the universal-wiki though. :(
It does work for simple rotations of 90degrees. :)
In the only succesfull attempt at a double quaternion, I rotated around the x/y diagonal 90 degrees.
(That would be the vector 1x,1y,0z ?)
I ended up with Q = 0.707 0.0 0.707 0.383 though.(x,z pos or negative depending on up/down, left/right orientation)
Which looked to be working ok in-game. But according to the vector approach I probably ended up with a bigger z-angle than I intended. --Arexack 16:55, 12 September 2006 (UTC)