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Latest Quaternions Activity

@scott8 Ah I see. This has helped me understand a lot, can't thank you enough!

3,303 views
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awkwardbanana123 said:
So this leads to my question of, how can i structure the code or do this in such a way, where all rotation in my engine is done around the local axis - for the general case. Unless i have some u.i setting to switch it to global axis.

In case you do not know, local vs. global de…

3,933 views

@Aressera I just noticed that Blender is X+ right, Z+ up and Y+ into the screen (away from the viewer). One thing that I'm really confused about is that the mesh and animation I downloaded from Mixamo is X+ right, Y+ up and Z- into the screen, so essentially right-handed. When I load it into Blende…

4,171 views
Need assistance on converting Quat to Euler

alvaro said:
It discovered a mistake in the code, but when I asked ChatGPT about it, it fixed it!

Turing test passed. :O

I think it's time to get an account for me…

Edit: Damn. They want my phone number, which i do not know.
I'm doomed to stay old fashioned. Still no smart phone, and no future help from…

6,640 views
Is there any problem with my camera rotation logic using quaternions?

@Gotanod @gnollrunner 

Thank you guys! I'm late. I've been figured out my code for a few days.
I think the order of multiplying quaternions and setting base axis were the problem..
I don't understand all now, but I'll refer you guys answers. 

8,187 views

I am making a 3D space shooter game using OpenGL and Bullet Physics. I am having a hard time with the 3rd person Camera though. If you take a look at the video above you can see that the camera follows the spaceship rotating on the X axis without a problem and rotating on Z axis also without a prob…

4,803 views
Reverse Engineering Skeletal Animation in an Old Game

I applied my lackluster reverse-engineering skills and found out that quaternions in rotation keyframes are stored as four signed 16-bit numbers. They are converted to floating-point quaternions by multiplying each component by 0.000061038882f (== 1.0f / 16383.0f).

Now I have to figure out how this …

6,206 views

@JoeJ I'm aware that Quaternions aren't required for cameras, but they tend to be used quite often because they can be less memory intensive.

Currently at work, but I'll take a look at your method when I get home! Thanks!

7,534 views
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