Reply To: Quaternions demystified, part one

Forum Archive Quaternions demystified, part one Reply To: Quaternions demystified, part one

#52819
spikeyxxx
Participant

    There are two other parts, here: https://blog.cgcookie.com/forums/topic/conors-blender-progress/

    and here: https://blog.cgcookie.com/forums/topic/my-progress-in-blender/

    I’d be happy to explain it better if there are still things you don’t get.

    In a nutshell, the 4 values in a quaternion are not like the 3 values in euler.

    A quaternion is an expansion of a complex number. A quaternion called h is normally written as: h = (a + bi + cj + dk).

    (Unfortunately, in Blender and other 3D software it is written as w, x, y, z ,which make it look like coordinates in a 4 dimensional space.)

    A quaternion rotation is actually a multiplication of quaternions.

    Blender interprets the coordinates (x, y, z) of the point that needs to be rotated as a quaternion: (0 + xi + yj + zk) and than it’s just a matter of multiplying (quaternion) numbers to get a 3D rotation.

    All you need to do that is a few rules: i*i = j*j = k*k = -1.

    And: i*j = k,  j*i = -k

               j*k = i, k*j = -i

    and   k*i = j, i*k = -j.