gt;
Sent: October 22, 1999 1:15 PM
Subject: Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator
> First of all I have tried going from -3.14 to 3.14 and it doesn't work.
> Secondly I find a little bit normal that it behave like that. Because
> considering a rotation (roll, pit
First of all I have tried going from -3.14 to 3.14 and it doesn't work.
Secondly I find a little bit normal that it behave like that. Because
considering a rotation (roll, pitch, yaw)=(x,0,0) the quaternion will be
(0,0,0,cos(x/2)). This means
euler2Quat(x,0,0)=
euler2Quat(-x,0,0)=euler2Quat(x+4k
Have you tried going from -3.14159 to +3.14159 instead of from 0 to 6.28318?
-Original Message-
From: Pascal Christian Fenkam [mailto:[EMAIL PROTECTED]]
Sent: Friday, October 22, 1999 8:49 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Using Quaternions and RotPosPathInterpolator
This
qt1 to qt2 on the four-dimensional union-sphere is taken. But I am
really not sure about that... Marco.
- Original Message -
From: Pascal Christian Fenkam <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, October 22, 1999 2:49 PM
Subject: [JAVA3D] Usi
Hi Folks !
I´m trying to use the RotPosPathInterpolator to make an animation. The
problem is that I can´t achive a complete rotation (2pi rad) using
quaternions.
I think the problem is due to the fact that the function to compute the
quaternion of a rotation is pi-periodic. That means the quater