Jump to content
  • Advertisement
Sign in to follow this  

Quaternion rotations. a special problem.

This topic is 4380 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello all! Since two weeks i'm going crazy with quaternions. I try to build a simple 3D hierarchic-bone character. (without d3d,openGL) The gizmo should be as fast as possible, without heavy matrix calculations. I first used euler angles so I meet Mr.Gimbal. The hierarchical structure works. Also with quaternions (multiplications). But my last problem is to rotate the bone target vectors via bone quaternion. the code does follows: 1. - convert the current Bone-Angles(x,y,z) to quaternion. 2. - recursive function calls, to calculate the child-bone-quaternions (multiply the quaternions).works. 3. - rotate the Target R3Vektor(x,y,z) to the bone-angle-quaternion (how to? with opengl glue lib it seems to be easy...) for example: shoulder-bone: O--------O <-target vector initial position target-R3Vector: x=100, y=0, z=0 if I move the bone: Angle (xrot=90, yrot=45, zrot=0) I got the following bone-quaternion: Real : 0.65328145 x : 0.65328145 y : 0.27059805 z : -0.27059805 the last step is to rotate the target "shoulder-bone" via quaternion. I don't know mutch about quats. If theres a better and easier way to calcualate the bones let my know. hopefully someone could help me. !!?!? The first Euler-Version: http://de.geocities.com/beschleuniger03/Imodel.gif [Edited by - hybridized on July 22, 2006 8:17:47 AM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!