Original Post
In my thread 'Moment to Orientate Object', two cool people, hplus0603 and oliii suggested some great solutions, however, this require me to be able to apply the moment or torque as a quaternion. I need you! Here is how I apply a vector as a moment in my numerical integrator (only simple Eular ATM): //Angular //body.AccelerationAngular = body.InertiaInverse * // (body.Moments - // (body.VelocityAngular ^ // (body.Inertia * body.VelocityAngular))); body.AccelerationAngularBody = Vector3.TransformNormal(momentsBody - (Vector3.Cross(body.VelocityAngularBody, Vector3.TransformNormal(body.VelocityAngularBody, body.InertiaBody))) , body.InertiaBodyInverse); ... //Angular body.VelocityAngularBody += body.AccelerationAngularBody * timeDelta; body.Orientation += QuaternionMath.Scale(QuaternionMath.Multiply(body.Orientation, body.VelocityAngularBody), 0.5f * timeDelta); Cheers!