Quaternion and Euler rotation in animation producing different results

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12 comments, last by JoeJ 5 months ago

snoken said:
I think they are orthogonal, it just renders like that im assuming due to FOV.

Yeah that's possible if your fov is high. But to be sure i would add the ortho check.

After fixing the clockwise issue you can also proceed with the test code to handle all 3 euler rotations until quat and matrix results match.

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I'm actually not sure how to fix the clockwise issue

snoken said:
I'm actually not sure how to fix the clockwise issue

You found X rotation differs with matrix vs. quat, so you have to negate angle for one of those to make them match.
Check both other axis too, and negate if they disagree as well.

You should get to the point where both versions give the same results, solving the doubts about quaternions.

After that you still need to find out which angles should be negated how to reproduce the intended animation from the file, requiring a reference and some trial and error.

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