Original Post
Hey guys, So I need to do the solve the following and I am confused if someone can please help me. Issue:Solve gimbal lock for a Left hand coordinate system with first y, then x and then z order of rotation.So I want the rotations to be always around the global axis.i.e not the local axis of the object. Steps taken: -form a quaternion with with rotation order multiplied Q = Qz.Qx.Qy.This order of rotation as the reference axis is the global world axis.I have pictures of the math I did too but don't find a place to attach them. -multiply the new quaternion(based on key input) with the current quat.So we have newQuat = newQuat*Q -convert the final quat to euler angles. This quat to euler conversion gives me rotation in the local axes.I wonder why is the case as I am pre-multiplying both the quats and the rotation matrices(at the time of quat to euler conversion) as I am using the world axis as the absolute reference. -Since quattoeuler LH z.x.y did not work.I tried doing quattoeulerLHy.x.z which did not work too.Attaching math file quattoeulerLHy.x.z.This did not work too Can someone point out what I am doing wrong? Questions: -Although I don't see how but would the handedness of a system affect the quaternion derivation? The only thing I could think of now is creating the quaternion in Qy.Qx.Qz(although I feel this is wrong) and trying the z.x.y and y.x.z order of quat to euler. LH:left hand z.x.y:order in which multiplied Thanks, chit