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.
 
--[[User:Arexack|Arexack]] 16:55, 12 September 2006 (UTC)
 
--[[User:Arexack|Arexack]] 16:55, 12 September 2006 (UTC)

Revision as of 17:24, 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)