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Hamster

Inane newbiety

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Hello, After having looked through some tuts on quaternions I now finally have nice SLERP''d, non-gimbal-locking rotations working. The problem I''m facing now is when and where to translate. I''ve tried various orders of rotations and translations, all of which lead to varying, but not perfect results. Ideally, my camera should rotate on its own axis, and be able to move forwards, backwards and sideways relative to the direction in which it is facing. I can think of a few ways of doing this with trig, but am wondering if there are any other methods used - After all the work on the quaternions I''d prefer not to end up with interdependant calculations again and it would probably take a bit of overhead to turn the quaternions into degree figures so my simple mind could attempt trig with them. Thanks for your help. John

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Quaternions are (in my opinion) more work than they''re worth.

You can set up a simple camera framework using matricies that will work much easier. (and if you''re using DX you hardly have to do anything :-))

-Lonely

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