Difference between revisions of "Talk:Quaternion"

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m (more calculus confusion)
m (Talk:Quaternions moved to Talk:Quaternion: Singular is more general.)
 
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edit: two times 90 degrees z followed by a 90 deg y renders:
 
edit: two times 90 degrees z followed by a 90 deg y renders:
  
Q1[0 0 0 1] * Q2[0 0 0 1] (=[2 0 0 2])* Q3[1 0 1 0] = Qt[4 0 4 0]
+
Q1[0 0 0 1] * Q2[0 0 0 1] (=[2 0 0 2])* Q3[1 0 1 0] = Qt[4 0 4 0] = [1 0 1 0] !!!
  
 
--[[User:Arexack|Arexack]] 17:29, 12 September 2006 (UTC)
 
--[[User:Arexack|Arexack]] 17:29, 12 September 2006 (UTC)
 +
 +
bump!
 +
(such activity! ;))

Latest revision as of 15:20, 7 April 2007

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)

Why can I not multiply a 180degree turn with another?

(eg. Q1[0 0 0 1] * Q2[1 0 1 0] = Qt[1 0 1 0])

edit: two times 90 degrees z followed by a 90 deg y renders:

Q1[0 0 0 1] * Q2[0 0 0 1] (=[2 0 0 2])* Q3[1 0 1 0] = Qt[4 0 4 0] = [1 0 1 0] !!!

--Arexack 17:29, 12 September 2006 (UTC)

bump! (such activity! ;))