NokiMo
colortwist
colortwist

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You spin me right around (2/4)

More super exciting quaternion stuff! Woohoo! </sarcasm>

Anyways, this is a quick demo of one of the things that quaternions gets you- the ability to add and subtract rotations on a slightly more intuitive level. Essentially, what's happening here is that the left and right objects are having their respective rotations added together and set to the "result" object on the far right.

On the top row, the direct HPB (heading/pitch/bank) rotations are being added together. Since bank is the last angle to be evaluated, it's the only one that operates as you might expect. The other two angles will more or less cause unpredictable rotations around an arbitrary axis- while it's possible to predict which axis that might be, the result of such a rotation doesn't really resemble anything you can use.

On the bottom row, the rotations are being handled by my custom quaternion plugin. Each HPB angle is being converted into a quaternion, multiplied together (same thing as addition in quaternion terms), then converted back into an HPB rotation. The result is remarkably different- this time, rotations from the summand are effecting the resulting rotation on a per-axis basis as one might have originally expected.

You spin me right around (2/4)

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