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Quaternion issue...

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Hi guys, this is related to my skinned ragdoll problem and i am pretty sure i don't calculate the quaternion as needed. Here is the question. Tokamak physics library returns me the X,Y,Z and W of a rotation by calling:
;
neV3 position=Bone[BT_HEAD].Body->GetRotationM3();

then i can use: position.x,position.y,position.z and position.w values. How do i calculate a quaternion by having those values? Md5 needs this to render the mesh properly after moving the joint into other position... Many thanks for any help.

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Quote:
Original post by dirtysanchez
How do i calculate a quaternion by having those values?

Check out Sobeit Void's Quaternion Powers article. There is a "Conversion To Quaternions" section.

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