Original Post
Hi, I've naively adopted the physics representation if a rotation, which is a vector in the direction of the axis of rotation and length of the angle of rotation. I combine these rotations by adding the vectors. This seems to kinda look ok in a simulation, but its not correct (because Quaternion combining of rotation is not commutative, but my idea is commutative). Ive tried using quaternions, but they have a wrap-around problem. If an object is rotating at 2*Pi degrees a second (ie a complete rotation) then that produces a Quaternion representation of the Identity Quaternion. Now if i update every have second, the object should rotate by Pi each frame. However, scaling the Identity Quaternion just reproduces the Identity again. Anyone have theses problems, or more importantly a solution? Any help in disproving my naive approach, and why it doesnt work would be great help thanks Yratelev