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Questions tagged [quaternion]

Mathematical constructions, number systems. In 3D-graphics quaternions are used alongside vectors and matrices. One of the benefits of quaternions is that they overcome some rotational problems (known as gimbal locks) that are inherent to vectors and matrices.

1 vote
1 answer
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I'm creating a procedural aiming animation system in UE5 as a learning experiment. In order to position the hand for aiming down sights, I'm using a forward vector from player camera to project out a ...
AuStephen's user avatar
2 votes
0 answers
84 views

I have quaternion representing a camera pose in a coordinate space called "World Frame 2": x+ = right y+ = up z+ = out ...and I want to convert it to another space called "World Frame ...
user1148626's user avatar
0 votes
1 answer
183 views

I was implementing the rotation of a 3D vector by a quaternion, implementing the formula that I've found in this thread. To testing my function, I've rotated some vectors by using MATLAB, in ...
Jepessen's user avatar
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0 votes
1 answer
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I am trying to compare the Z-axis and the X-axis of two different quaternions in a way that would give me the Euler angles about the X and Y axes to line up the two different axes. In my program, the ...
ACR115's user avatar
  • 1
0 votes
2 answers
176 views

I have an enemy spaceship, and I want to make it turn to face the player with (for now) a constant angular speed. The ship's orientation is a quaternion. How do I do this? Since this is totally free ...
Tachytaenius's user avatar
0 votes
1 answer
71 views

While debugging the code that decomposes the world matrix, I found that the decomposed world rotation value is different from the world rotation value stored in Transform. Simply, World Rotation is ...
Tee Mo's user avatar
  • 3
0 votes
2 answers
142 views

I am trying to rotate a cube using a quaternion matrix with WGPU. However, whenever I try to rotate it, I end up with I am using the matrix from https://en.wikipedia.org/wiki/...
CyberFlow's user avatar
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1 answer
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Ever played Skate 3? When dropping into a ramp, or if you're midair, your player's up direction aligns to the normal of the surface you're about to land on, while respecting the player's forward ...
AriaMath's user avatar

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