Quaternion VEX node

Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.

See also: Euler To Quaternion, Matrix3 To Quaternion

The input axis should be normalized.


To get Quaternion rotation:

  1. Append Angle (in Radian) and the normalized axis to the Quaternion VOP.

    You then need to convert the Quaternion (vector4) to a Matrix 4×4.

  2. Append a Quaternion To Matrix3 VOP.

  3. Append a Matrix3 to Float VOP.

  4. Append a Float to Matrix VOP.

  5. Multiply the positional vector by the Matrix VOP to get the rotation. :)

Usages in other examples

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