matrix vs quaternion?

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Encouraged by this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=8373&highlight= [sidefx.com]

I try to ask one of my all-time-favorite questions:

If I want to use quaternions in expressions:
Do I need to use matrix values instead?

Background:

I want to sum up quaternion rotations and extract XYZ and the angle to use them in transformAxisSOP.

Georg
this is not a science fair.
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The expression language lacks any real tools for dealing with quaternions. You can always write your own custom expressions but this can be a pain. VEX has better support for quaternions so you could always do your math there then fetch the result using the point() expression.
if(coffees<2,round(float),float)
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As my math needs recursive access to all previous frames I am not sure I can handle this.

But basically you suggest I import the parts I need to calculate my quaternion as parameters into a vex SOP calculate some quaternion and set the result as a point attribute?
this is not a science fair.
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