Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Videos

Downloads

  • VEX_101_pt_19_quaternions_01.hip

Missing 1 full-res photo, 1 file, as this post has not yet been imported.

Content

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.

Files

Previews only

VEX 101 pt. 19: Why Quaternions?

Comments

Konstantin Magnus

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

Laurent MENU

Loved it, very well explained!

Yinglei yang

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?

entagma

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