J.P. Delport wrote:
Hi,

Thomas Simon wrote:
Thanks for your interest and help

The wiimotion plus gives 3 around-axis speeds which I transforme into
angles the fact is that the pat keep turning around the OSG basic

are you manually integrating the angular rates? If so, I'd also suggest looking at quaternions...

I agree switching to Quat's is a good idea. You'll also likely need to do a coordinate system conversion to get the kind of motion you want.

What is the native coordinate system of the Wiimote? For example (philosophical discussions aside), OSG is typically considered as using the X-right, Y-forward, Z-up convention. Which way do the axes point from the Wiimote?

--"J"

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