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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
169 views

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
0 votes
1 answer
129 views

I'm developing a game with Unreal Engine 5.4.4. In the game, I'm trying to rotate a sphere around its Z axis. If I put the sphere on the map and add a rotation around its Z axis is easy. I only have ...
VansFannel'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
2 votes
1 answer
404 views

I am trying to interpolate over a sequence of rotations represented by quaternions. I am currently employing Squad (Spherical and Quadrangle Interpolation). I successfully applied the function to 4 ...
Chaos's user avatar
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0 votes
1 answer
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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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1 vote
0 answers
86 views

so I'm building up a simple arcade racing game and I was messing around with the Wheel Colliders setup. I was wondering if it was possible to add some camber adjustments in real time depending on the ...
Danilolilo's user avatar
0 votes
1 answer
170 views

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
751 views

Sorry about the click-bait, I know there are many many reasons why Quaternions and Bases are better than using Euler-Angles. Anyone on a 5 second google search could easily know why! But I am trying ...
ZenPyro's user avatar
0 votes
2 answers
180 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
282 views

Say I have 2 cubes that start with the same rotation. I wish to track the rotation difference between the 2 about the z (forward) axis. Such that if cube A remains stationary and cube B rotates 30 ...
ThatOneGuy's user avatar
0 votes
1 answer
73 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
0 answers
445 views

Suppose I have an Arcball camera that rotates up/down and sideways based on mouse input. After doing some research, I discovered that the correct way of calculating the new orientation is to do it the ...
CheeseS's user avatar
0 votes
2 answers
146 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
0 votes
1 answer
171 views

I have been trying for several days now to set up the correct behavior of the gyroscope in Unity. I want to make it so that when the smartphone is tilted, the object tilts along the z-axis. I found ...
Operator's user avatar
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1 answer
83 views

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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