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if someone can understand the problem, please help. There is an unexpected behaviour when multiplying quaternions. I have a model part with initial offset. The model part has initially been rotated - ...
Semen Shekhovtsov's user avatar
1 vote
1 answer
68 views

I have [q1, q2, q3, q_c] a quaternion (scalar last) that reprensents the rotation from an origin to a body frame. I use scipy.spatial.transform.Rotation to get rotation = Rotation.from_quat([q1, q2, ...
Guenaweg's user avatar
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1 answer
172 views

In the below code snippets, vec4 is simply an alias for std::array<float, 4> where index 0 is x, 1 is y, 2 is z, and 3 is w. I want to find an intermediate q3 such that q3 = q1 + (q2 - q1)*ratio ...
bur's user avatar
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70 views

I’m using a Force Dimension Omega.7. From its 3×3 rotation matrix 𝑅 , I extract ZYX Euler angles (Yaw–Pitch–Roll) as: double yaw= std::atan2(R\[1\]\[0\], R\[0\]\[0\]); // Z double pitch = std::...
chicagoJaguar's user avatar
6 votes
1 answer
301 views

We are having some issues deserialising classes with Quaternion properties. We are seeing very odd behaviour. The Quaternions deserialise correctly (we can do a custom JsonConverter to confirm the ...
Iain Stanford's user avatar
0 votes
2 answers
256 views

I am solving this problem- U and K are vectors is R3. U rotated around K by an angle θ in radian produces a new vector V. Find the components of V as functions of U , K and θ. I solved the problem ...
uran42's user avatar
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0 answers
54 views

I'm working on a Vulkan project that takes my phone Quaternion data through a UDP connection, and then is used to transform the coordinates of a sword. However, the model doesn't accurately represent ...
Vamer's user avatar
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0 votes
1 answer
70 views

My original problem was that the raycast system I was using to get my turret to aim at where my camera was pointing failed to function when aiming at enemies or the sky, it would aim at the ground ...
Big Glasses's user avatar
0 votes
1 answer
116 views

I am using X-files to store 3D models. I want to take rotation from X-file. In X-file rotation is represented by quaternion. I am using DirectX 11 and left-handed coordinate system. I want to create ...
HardCoder's user avatar
0 votes
1 answer
98 views

I did implement my own class in c# of quaternions to understand how 3D objects are displayed on computer screens. That worked really well, but if i try to rotate all the points of an object above 90 ...
Faosx's user avatar
  • 9
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0 answers
53 views

I am working on a mobile application using magnetometer, gyroscope and accelerometer to get information about device attitude as yaw, pitch and roll. I am using Expo which has a DeviceMotion API ...
angelodlfrtr's user avatar
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0 answers
31 views

I’m trying out R3F in React and rotating a capsule model using TransformControls (only on the Z-axis). I want to print the current rotation angle whenever it changes, but only the initial angle gets ...
bibi's user avatar
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0 votes
1 answer
143 views

Ok so, I'm currently making my own little engine using DirectX11. I got a lot of things working and decided to go back to my Transform class to make it a bit more polished. I changed my rotation from ...
RenzoDP's user avatar
  • 23
1 vote
1 answer
86 views

I'm calculating rotation quaternions from Euler angles in Python using SciPy and trying to validate against an external source (Wolfram Alpha). This Scipy code gives me one answer: from scipy.spatial....
AaronJPung's user avatar
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1 vote
1 answer
404 views

How to convert glm::quat data to glm::vec3 angles? Example: I've start data: glm::vec3 start = glm::vec3(90, 30, 45); and after convert to quat (0,730946)(0,016590)(0,677650) .... How to convert ...
St_rt_la's user avatar
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0 answers
58 views

I'm working with OMPL trying a version of this demo but changing it to 3 dimensions and using it for ROS2 (That last part about ROS2 is not relevant). Of course, I need the quaternion to make the ...
Daniel Bajo Collados's user avatar
1 vote
1 answer
107 views

I'm working on an Inverse Kinematic system using Jacobian, but I am struggling with creating a Jacobian matirx populated by partial derivatives for/with quaternions. At the moment I am using Euler ...
Thomas O'Brien's user avatar
1 vote
0 answers
44 views

I am writing a camera controller for my project and I have rewritten it many time, but for some reason every time I look up or down about 50° the camera starts rotating rapidly. Here is my current ...
VSDuckGuy's user avatar
0 votes
1 answer
267 views

I have just started trying to wrap my head around the basics of using quaternions in my rocket simulation to handle guidance maneuvers. In my sim, I keep an ECI-to-body quaternion transform updated at ...
AnonymousAE's user avatar
0 votes
0 answers
55 views

I have given following transformation: arguments=['-0.005', '0.1370', '0.00548', '0.0148379', '-0.1494206', '0.9886599', '-0.0021957', 'wrist_3_link', 'camera_color_optical_frame'] This is being ...
roboguy's user avatar
-3 votes
2 answers
228 views

i like to rotate a cube on the vertical as well as the horizontal axis. For this I have 4 inputs. Rotate left/right and up/down. The input ranges from -180 to 180 degrees on each axis. I have tried ...
Fabian's user avatar
  • 69
0 votes
0 answers
37 views

Currently, I am calculating quaternions using the Madgwick algorithm, incorporating magnetometer values. I have tried the code provided in Madgwick's original paper and also the implementation by Kris ...
gerakan gafatar's user avatar
0 votes
0 answers
61 views

I'm using SharpDX to perform Squad interpolation of quaternions, but the calculated results are not continuous. Here is the code. What is the issue, and how can I fix it? The following graph ...
user28782417's user avatar
0 votes
1 answer
162 views

I am trying to use quaternions to deal with 3D rotation. I noticed that sometime I have small errors here and there. I am using Eigen as math library. Here the shortest code that shows the issue: ...
Premoli's user avatar
1 vote
0 answers
44 views

Edit: Adding a more concrete example and some images. Normally you can take the HIERARCHY section of a BVH file, plot the joints with their positions relative their parents and display the bind pose (...
user2263659's user avatar
0 votes
1 answer
48 views

Consider two vectors (or quaternions) in 3D space. Consider a plane normal to one of the vectors. How do I calculate projection of the second vector onto the plane? By projection I mean 2D vector on ...
m_kramar's user avatar
  • 450
0 votes
1 answer
54 views

I try to rotate a Vector (0,0,-1) around an axis (Y) (0,1,0) with specific degrees (90°) using the System.Numerics Libary from .NET My Problem is that i get a wrong output and i dont get the Problem. ...
SciroccoXCoding's user avatar
2 votes
0 answers
299 views

In Godot, I'm getting the error "Invalid assignment of key or property 'basis' with a value of type 'Quaternion' on a base object of type 'Transform3D'." from the following function: ...
VR Ro's user avatar
  • 21
-1 votes
1 answer
40 views

my problem is that it knows to turn because I added a debug.log statement but it still will not turn even though I have the quaternion.RotateTowards function. At first I tried to replace the ...
edfawef waef's user avatar
0 votes
1 answer
182 views

When trying to extra Euler angles from a quaternion I appear to be flipping the y and z components, but I don't understand how or why. I am within a left handed coordinate system and it appears that ...
chadb's user avatar
  • 1,178
2 votes
2 answers
154 views

Quaternion in Unity has been quite reliable despite some quirks in terminology (e.g. being in a reference frame that is both left-handed and right-handed), and for many months I've taken it for ...
tribbloid's user avatar
  • 3,832
4 votes
1 answer
827 views

In my project, I use quaternions in my code, but I also want to be able to use Euler angles in other parts in my code because it's easier for me to use. But when I rotate the Y axis of a glm::...
ratm's user avatar
  • 43
0 votes
1 answer
257 views

I am struggling with the conversion between some rotation matrices and vice-versa in Python and I can't seem to get what's wrong with those not working. There are some other posts, detailing that ...
Jusles's user avatar
  • 33
0 votes
2 answers
97 views

Could you tell me if Quaternion (-Q0, Qx, Qy, Qz) is exactly the same as (Q0,-Qx, -Qy, -Qz)? I am testing a SW tool against a formula and I have noticed that sometimes the signs are different. The ...
CmBe's user avatar
  • 23
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0 answers
48 views

I have two Quaternion rotations Quaternion rotation1 = Quaternion.LookRotation(forwardVector1, upVector1); Quaternion rotation2 = Quaternion.LookRotation(forwardVector2, upVector2); I want to ...
yogesh sriraman's user avatar
0 votes
0 answers
66 views

I can’t get my head around this problem. I’m doing this in C but I need help with quaternions. I have an IMU (3axis gyro & accel) in a box. This box can be positioned in any orientation, then ...
Ryan's user avatar
  • 1
1 vote
2 answers
509 views

I am wondering if quaternions can be used to represent a rotation that is beyond 180 but below 360 degrees? I am asking this in the context of Unreal Engine's FQuat library where my combined ...
Jacky Lin's user avatar
0 votes
0 answers
46 views

I have an IMU sensor giving me a normalized quaternion for its orientation. However this quaternion does not match the coordinate system that I want to use. For example, the roll and the yaw axis are ...
Anselme's user avatar
  • 11
0 votes
0 answers
82 views

I had a problem concerning state estimation with quaternions, specifically with the practical application with an actual IMU. In my simulation in Matlab, my state estimation model worked fine (I used ...
Nxyoutou's user avatar
0 votes
1 answer
144 views

I experimented with a simple Unity program with 1 camera, with a tracked pose driver. The result looks like this: When given a Euler angle of XYZ format: pitch up <=> X decrease pitch down <=...
tribbloid's user avatar
  • 3,832
0 votes
1 answer
51 views

I’ve been stumped by a 3d math problem that exploits my weakness in quaternions! I am visualizing data from a physical sensor in unity / c#. I have a ‘rod’ object with a rotation represented by the ...
Max Moon's user avatar
0 votes
1 answer
280 views

I have a point A = (Tx=-27.95, Ty=-94.68, Tz=-49.53, Q0=0.3222, Qx=-0.0062, Qy=-0.0092, Qz=0.9466). Point A is a Global coordinate. Now, Point A is my reference local coordinate axes I have a second ...
CmBe's user avatar
  • 23
2 votes
1 answer
228 views

I'm developing in Android Studio Java with two Bluetooth IMUs that give quaternions. The sensors are oriented in the following way to start: In the image shown, this is considered the “zero” position....
Joey Wagner's user avatar
0 votes
1 answer
147 views

I am building quadcopter with IMU to get orientation in 3D and ultrasound range finder to measure distance to the ground. For some mechanical reasons, IMU is not aligned with quadcopter axis. Range ...
Andrey's user avatar
  • 13
-1 votes
1 answer
380 views

I have a quaternion and I rotate this quaternion around the y axis. I try to get the yaw from this quaternion and convert to degrees and it works perfectly fine... Until it gets past 90. After it gets ...
1WeirdDev's user avatar
1 vote
1 answer
167 views

I am writing a game + game engine for a college class, and I've decided to store rotations / orientations as quaternions to prevent gimbal lock. The game is a spaceship game with rotational controls, ...
Ter Maxima's user avatar
-1 votes
1 answer
303 views

I'm given quaternion data of an object [w, x, y, z] in the Forward Left Up (FLU) coordinate system and I would like to convert it to quaternion data in the Forward Right Down (FRD) coordinate system. ...
Teddy Zaremba's user avatar
1 vote
1 answer
116 views

I am a unity newbie, can I get some help? So basically I created a pendulum, but i added some function where, if it reached the maximum height possible, the Y axis of the pendulum will rotate by 180 ...
Prince K's user avatar
0 votes
1 answer
40 views

using System.Collections; using System.Collections.Generic; using UnityEngine; public class Pinegenegrator : MonoBehaviour { public GameObject pinePB; private float cd; public float ...
Minh Tiến Thái's user avatar
1 vote
1 answer
170 views

I'm trying to create a half circle bullet spread (similar to the illustration attached IMAGE). I'm not sure how to properly calculate angles. Right now what I have is a gun that can be aimed in any ...
reineinmyheart's user avatar

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