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VEX101 - Why Quaternions?

Quaternions - Why would you use them? How do they work?

To get this out of my head: The question "What are quaternions exactly?!" comes up somewhat frequently. Without going into the math too deeply, you can think of them as this: A really clever and elaborate way of encoding an axis/angle rotation into four numbers.

The angle will be encoded into a real number (remember those on the standard number line?), while the axis will be encoded using three imaginary numers (those that expand the number line into a second dimension. You can think of them of a quirky way of building vectors. See: https://xkcd.com/2028/).

Why all this effort? Well quaternions do have some advantages. Which we'll go over in this tut.

VEX101 - Why Quaternions?

Comments

Thank you for your response!

Yinglei yang

Hi Yinglei, the only way I could think of is to store the previous frame's rotation and then rotate iteratively. Quite involved but it should be able to get rid of that behaviour. Cheers, Mo

Entagma

When i duplicate this setting I am getting the "pop" in the animation when i rotate two axis / changing bias number. I think this is due to the fact that quaternions is looking at the shortest path. Just out of curiosity I am wondering if there's a way to suppress this behavior?

Yinglei yang

Really like this series! Thanks

julien morneau

Loved it, very well explained!

Laurent MENU

Cool stuff! Could we perhaps layout a simple IK setup with quaternions? Just a single spider leg or so..?

Konstantin Magnus


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