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In the below code snippets, vec4 is simply an alias for std::array<float, 4> where index 0 is x, 1 is y, 2 is z, and 3 is w. I want to find an intermediate q3 such that q3 = q1 + (q2 - q1)*ratio ...
bur's user avatar
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We are having some issues deserialising classes with Quaternion properties. We are seeing very odd behaviour. The Quaternions deserialise correctly (we can do a custom JsonConverter to confirm the ...
Iain Stanford's user avatar
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I'm working on a Vulkan project that takes my phone Quaternion data through a UDP connection, and then is used to transform the coordinates of a sword. However, the model doesn't accurately represent ...
Vamer's user avatar
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I am using X-files to store 3D models. I want to take rotation from X-file. In X-file rotation is represented by quaternion. I am using DirectX 11 and left-handed coordinate system. I want to create ...
HardCoder's user avatar
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I am working on a mobile application using magnetometer, gyroscope and accelerometer to get information about device attitude as yaw, pitch and roll. I am using Expo which has a DeviceMotion API ...
angelodlfrtr's user avatar
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Ok so, I'm currently making my own little engine using DirectX11. I got a lot of things working and decided to go back to my Transform class to make it a bit more polished. I changed my rotation from ...
RenzoDP's user avatar
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How to convert glm::quat data to glm::vec3 angles? Example: I've start data: glm::vec3 start = glm::vec3(90, 30, 45); and after convert to quat (0,730946)(0,016590)(0,677650) .... How to convert ...
St_rt_la's user avatar
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1 answer
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I'm working on an Inverse Kinematic system using Jacobian, but I am struggling with creating a Jacobian matirx populated by partial derivatives for/with quaternions. At the moment I am using Euler ...
Thomas O'Brien's user avatar
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I have just started trying to wrap my head around the basics of using quaternions in my rocket simulation to handle guidance maneuvers. In my sim, I keep an ECI-to-body quaternion transform updated at ...
AnonymousAE's user avatar
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i like to rotate a cube on the vertical as well as the horizontal axis. For this I have 4 inputs. Rotate left/right and up/down. The input ranges from -180 to 180 degrees on each axis. I have tried ...
Fabian's user avatar
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I'm using SharpDX to perform Squad interpolation of quaternions, but the calculated results are not continuous. Here is the code. What is the issue, and how can I fix it? The following graph ...
user28782417's user avatar
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Edit: Adding a more concrete example and some images. Normally you can take the HIERARCHY section of a BVH file, plot the joints with their positions relative their parents and display the bind pose (...
user2263659's user avatar
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I try to rotate a Vector (0,0,-1) around an axis (Y) (0,1,0) with specific degrees (90°) using the System.Numerics Libary from .NET My Problem is that i get a wrong output and i dont get the Problem. ...
SciroccoXCoding's user avatar
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my problem is that it knows to turn because I added a debug.log statement but it still will not turn even though I have the quaternion.RotateTowards function. At first I tried to replace the ...
edfawef waef's user avatar
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2 answers
141 views

Quaternion in Unity has been quite reliable despite some quirks in terminology (e.g. being in a reference frame that is both left-handed and right-handed), and for many months I've taken it for ...
tribbloid's user avatar
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I am struggling with the conversion between some rotation matrices and vice-versa in Python and I can't seem to get what's wrong with those not working. There are some other posts, detailing that ...
Jusles's user avatar
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I have two Quaternion rotations Quaternion rotation1 = Quaternion.LookRotation(forwardVector1, upVector1); Quaternion rotation2 = Quaternion.LookRotation(forwardVector2, upVector2); I want to ...
yogesh sriraman's user avatar
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2 answers
490 views

I am wondering if quaternions can be used to represent a rotation that is beyond 180 but below 360 degrees? I am asking this in the context of Unreal Engine's FQuat library where my combined ...
Jacky Lin's user avatar
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I had a problem concerning state estimation with quaternions, specifically with the practical application with an actual IMU. In my simulation in Matlab, my state estimation model worked fine (I used ...
Nxyoutou's user avatar
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I’ve been stumped by a 3d math problem that exploits my weakness in quaternions! I am visualizing data from a physical sensor in unity / c#. I have a ‘rod’ object with a rotation represented by the ...
Max Moon's user avatar
2 votes
1 answer
220 views

I'm developing in Android Studio Java with two Bluetooth IMUs that give quaternions. The sensors are oriented in the following way to start: In the image shown, this is considered the “zero” position....
Joey Wagner's user avatar
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1 answer
365 views

I have a quaternion and I rotate this quaternion around the y axis. I try to get the yaw from this quaternion and convert to degrees and it works perfectly fine... Until it gets past 90. After it gets ...
1WeirdDev's user avatar
-1 votes
1 answer
290 views

I'm given quaternion data of an object [w, x, y, z] in the Forward Left Up (FLU) coordinate system and I would like to convert it to quaternion data in the Forward Right Down (FRD) coordinate system. ...
Teddy Zaremba's user avatar
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Pinegenegrator : MonoBehaviour { public GameObject pinePB; private float cd; public float ...
Minh Tiến Thái's user avatar
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1 answer
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Assuming that the following function get_correction is defined such that given the first rotation, it can compute the 2nd consecutive rotation that can rotate a 3d vector to the "UP" ...
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