Not sure if it was Shaun's intent, but to be totally fair, I would say there
is *little* need to develop another one, rather than *no* need :)

Some parts of the MQuaternion class (e.g. slerp) are not accessible to
Python, and some other functions (e.g. slime) are not present. In such
cases, though, you can quite easily add your own functions to the
MQuaternion class and use its existing functionality for everything else.

On Sat, May 8, 2010 at 11:24 AM, Ozgur Yılmaz <[email protected]> wrote:

> as far as I know there is an MQuaternion class in the python API, so there
> is no need to develop another one...
>
> cheers
>
> E.Ozgur Yilmaz
> Lead Technical Director
> www.ozgurfx.com
>
>
>
> On Sat, May 8, 2010 at 5:48 PM, Xavier Ho <[email protected]> wrote:
>
>> On Sat, May 8, 2010 at 9:42 PM, Shaun Friedberg (Pyrokinesis) <
>> [email protected]> wrote:
>>
>>>  Hello,
>>>
>>> I have been recently inspired to learn more about Quaternion’s. I
>>> understand the basics but I would like to learn more about implementing them
>>> in context in Python and Maya.
>>>
>>> Does anyone know of examples floating around?
>>>
>>>
>>>
>>> Thanks.
>>>
>>> Hey there,
>>
>> I looked into quaternions about half a year ago, and implemented it for
>> the first time in Python. I'm thinking about rewriting the code now, but my
>> first version might be helpful for you to look at. Or use it, either way.
>>
>> You can probably take the idea and optimise/improve on it, too.
>>
>> http://pastebin.com/CNQDvqHF
>>
>> By the way, I really recommend these articles linked in a recent post I
>> wrote on Stackoverflow:
>>
>>
>> http://stackoverflow.com/questions/2758501/rotating-in-opengl-relative-to-the-viewport/2758673#2758673
>>
>> HTH & Have fun,
>> Xav
>>
>> (P.S: I'm not too sure if my emails are actually going through. Can
>> someone reply and let me know? Thanks.)
>>
>> --
>> http://groups.google.com/group/python_inside_maya
>>
>
>  --
> http://groups.google.com/group/python_inside_maya
>

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