Hi @duerer , I didn’t read the whole article you mentioned but it seems the author states that the 4d vector is ‘like’ axis angle.
Listen to @spikeyxxx when it comes to Quaternions. He knows what he’s talk about 😉
Here’s a simple way to think about them.
If something only rotates on 1 axis. Use Euler.
If something has to rotate on all 3 axes. Use Quaternions. This will save you from any Gimbal lock issues.
As per the drivers in the tutorial, I think it’s actually easier and more straight forward to use a ‘transform constraint’ and a ‘limit rotation constraint’ rather than the way shown in lesson, however, this requires a little bit of a different setup from what is shown in the course. So I would actually stick to what is shown rather than trying to go rogue haha.
There is always more than 1 way of doing things in 3D 😉