I'm a fan of quaternions, actually I'm addicted to them. I understand fundamentally how they work. I've ported a lot of quaternion code and libs for my own use. What I'd like to do here is get opinions and knowledge from some of you who have better insight about them than I do. Here's what I know about them:
1. Made up of w,x,y,z
2. they are unitless
3. 1,0,0,0 is called an identity
4. they avoid gimbal lock
There's also something called angle-axis that I've recently come across. It looks like angle-axis is a GL thing that's used to access a quaternion and rotate the model in GL.
Through my personal experience I know that when you're using quats you are dealing with VERY small numbers. Stuff like 0.0001 gives you a decent turn speed. Putting 0.1 into a quat makes is spin like it's possessed.
Please post what you know about them and also your experiences with quaternions, good or bad. Maybe we can all learn from each other.
1. Made up of w,x,y,z
2. they are unitless
3. 1,0,0,0 is called an identity
4. they avoid gimbal lock
There's also something called angle-axis that I've recently come across. It looks like angle-axis is a GL thing that's used to access a quaternion and rotate the model in GL.
Through my personal experience I know that when you're using quats you are dealing with VERY small numbers. Stuff like 0.0001 gives you a decent turn speed. Putting 0.1 into a quat makes is spin like it's possessed.
Please post what you know about them and also your experiences with quaternions, good or bad. Maybe we can all learn from each other.