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Thread: Short quaternions guide

  1. #11
    Wire Noob relliktsohg's Avatar
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    Default Re: Short quaternions guide

    Thank you for the time and patience you put into this guide.

    I somehow managed to read all of that without getting a headache

    /bow before the master.

  2. #12
    Wire Amateur g33v3s's Avatar
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    Default Re: Short quaternions guide

    Quote Originally Posted by relliktsohg View Post
    Thank you for the time and patience you put into this guide.

    I somehow managed to read all of that without getting a headache

    /bow before the master.
    あなたが考えるあなたの忍者?

    I read half before getting tired -_-, but it seems good. Might finish the rest another time though.

  3. #13
    billywitchdoctor.com Whosdr's Avatar
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    Default Re: Short quaternions guide

    I got stuck on the first few paragraphs. I can't cope with imaginary numbers!
    .siht daer ot gniyrt emit detsaw ev'uoY

  4. #14
    Wire Sofaking Fizyk's Avatar
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    Default Re: Short quaternions guide

    Quote Originally Posted by relliktsohg
    I somehow managed to read all of that without getting a headache

    /bow before the master.
    Thanks

    Quote Originally Posted by Whosdr
    I got stuck on the first few paragraphs. I can't cope with imaginary numbers!
    Here is a method for you: forget about "i" being imaginary, treat it like it was real number of an unknown value, an "x" in the equation. Then proceed just like it was a normal real-number equation, so you get something like 5+2i-3i^2+8i^3 etc, you get the idea. Now remember that i^2 is -1: you get 5+2i+3-8i = 8-6i.

    With quaternions it's similar, except you need to take care of the order in which you multiply, and you have 3 "unknown numbers". So, an example result of an equation can be 4-3k+i7j+4i5k-k9j1. Tip: you can move real numbers around, so you get 4-3k+7ij+20ik-9kj. Now apply multiplying rules: 4-3k+7k-20j+9i = 4+9i-20j+4k.

    My programs: BIOS - Alcyone - Calculator - Notepad - Movie Player
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  5. #15
    Master of Mars Magos Mechanicus's Avatar
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    Default Re: Short quaternions guide

    I've been trying to help 3dfactor over here, but I can't seem to make any progress. This would be easy as pie if I could just set the direction vectors of the hologram, but you can't do that without transforming them to a PYR angle.
    Since I find PYR even more impenetrable than a 4-dimensional imaginary number, I'm now looking for the quaternion that corresponds to given world direction vectors Forward and Right.

    My first thought would be to use Basequat = quat(Forward:toAngle()) and Rotquat = qRotation(Forward,acos(Basequat():right():dot(Righ t))) to get the orientation I want, but I'm not sure how to chain rotations in quaternions and my results have been less than stellar. Maybe you could swing by and help us a little?
    I can wire anything directly into anything! I'm the Professor!
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  6. #16
    Wire Sofaking Fizyk's Avatar
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    Default Re: Short quaternions guide

    Answered in the other thread

    Quote Originally Posted by Magos Mechanicus
    I'm not sure how to chain rotations in quaternions
    Ok, let's see how this works in detail. Assume we have two quaternions, A and B, and we want to rotate a vector V first using A, then using B. What will be the resulting rotation?

    As I wrote in the tutorial, vector V rotated with quaternion q is q*V*(q^-1). So, V rotated with A will be:

    RotatedV = A*V*inv(A)

    Then with B:

    RotatedV2 = B*RotatedV*inv(B)

    But this is the same as:

    RotatedV2 = B*A*V*inv(A)*inv(B)

    This may not be obvious, but inv(A)*inv(B) = inv(B*A), so:

    RotatedV2 = (B*A)*V*inv(B*A)

    This means that the resulting rotation is B*A (notice the reverse order - the first rotation will be the rightmost quaternion).

    My programs: BIOS - Alcyone - Calculator - Notepad - Movie Player
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  7. #17
    Wirererer jayg20769's Avatar
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    Default Re: Short quaternions guide

    This is an awesome tut, thx for the help

    I hope you're still reading this thread Fizyk, cuz I need a little bit of explaination

    I was able to somehow take all this in and it's helping me in so many ways, but can you plz clarify the meanings of the M and N constants.

    I know I'm supposed to modify them to get the best possible performance for my needs, but it would help alot if you could explain their purpose. I usually end up spending about 20 min trying to find those perfect values. It would make that time alot shorter if I knew what they actually did.
    Last edited by jayg20769; 10-05-2009 at 08:39 PM.
    Quote Originally Posted by ninjahax View Post
    i just cant them done myself

  8. #18
    raJ
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    Default Re: Short quaternions guide

    hehe, i think i may come back to this thread when we've finished complex numbers and quaternions in school

  9. #19
    ส็็็็็็็็็็็็็็็็ส็็ ็็็็็ Dav1d's Avatar
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    Default Re: Short quaternions guide

    Haven't sat down and read it fully yet, but if it contains any stuff to help with applyTorque and avoiding gimble lock, then I love you.

    EDIT: I love you.

  10. #20
    Banned shuntaiyo's Avatar
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    Default Re: Short quaternions guide

    Quote Originally Posted by ahref View Post
    i got lost at "A complex number is a number like a+bi"
    lol i got lost at short quaternions guide (i thought it said short questionnaire guide

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