Contents
- 1 How to convert a right handed quaternion to a left handed one?
- 2 When to change from one Cartesian system to another?
- 3 How to change co-ordinates from one system to another?
- 4 Is the handedness of a quaternion a property?
- 5 How is a quaternion converted to an axis Convention?
- 6 Can a pure rotation matrix be converted to a unit quaternion?
How to convert a right handed quaternion to a left handed one?
The program works with right-handed coordinate system with the Z axis pointing up (like in 3ds max): On the other hand, my application use left-handed coordinate system and the Y axis is up: How can I transform my quaternion from one coordinate system to another, with the respect for which axis is up?
When to change from one Cartesian system to another?
Change from one cartesian co-ordinate system to another by translation and rotation. There are two reasons for me to ask this question: I want to know if my understanding on this issue is correct.
How to change co-ordinates from one system to another?
In order to do so, I have understood that there are two steps involved: Translation and Rotation. When I translate, I only change the origin. (say, I want the UVW origin at (5,6,7). Then, for all points in my data, the x co-ordinates will be subtracted by 5, y by 6 and z by 7. By doing so.
What are the co-ordinates of a point on the U axis?
The values Ux, Uy and Uz are the co-ordinates of a point on the U axis which has unit distance from origin. Similarly, the values Vx, Vy and Vz are the coordinates of a point on the V axis which has a unit distance from origin. (I want to know if I am right here.)
What does the quaternion Euler do in Unity?
public static Quaternion Euler (float x, float y, float z); Description. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order. For more information, see Rotation and Orientation in Unity.
Is the handedness of a quaternion a property?
Andres is correct that quaternions don’t have handedness (*). Handedness (or what I’ll call “axis conventions”) is a property that humans apply; it’s how we map our concepts of “forward, right, up” to the X, Y, Z axes.
How is a quaternion converted to an axis Convention?
Handedness (or what I’ll call “axis conventions”) is a property that humans apply; it’s how we map our concepts of “forward, right, up” to the X, Y, Z axes. Pure-rotation matrices (orthogonal, determinant 1, etc) can be converted to a unit quaternion and back, recovering the original matrix.
Can a pure rotation matrix be converted to a unit quaternion?
Handedness (or what I’ll call “axis conventions”) is a property that humans apply; it’s how we map our concepts of “forward, right, up” to the X, Y, Z axes. These things are true: Pure-rotation matrices (orthogonal, determinant 1, etc) can be converted to a unit quaternion and back, recovering the original matrix.