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## How to interpolate between two quaternions using Slerp?

The following calculator allows you to interpolate between two quaternions using the SLERP algorithm. Enter the values into the top two quaternion and t then press SLERP to display the result in the bottom quaternion: A transform maps every point in a vector space to a possibly different point.

**How to interpolate between quaternions A and B?**

Quaternion A quaternion spherically interpolated between quaternions a and b. Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1].

### How to create rotation in a quaternion in Unity?

The parameter t is clamped to the range [0, 1]. Use this to create a rotation which smoothly interpolates between the first quaternion a to the second quaternion b, based on the value of the parameter t. If the value of the parameter is close to 0, the output will be close to a, if it is close to 1, the output will be close to b.

**When to return the end value of a quaternion?**

End value, returned when t = 1. Interpolation ratio. Quaternion A quaternion spherically interpolated between quaternions a and b. Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1].

#### How are two quaternions combined into one rotation?

Two rotation quaternions can be combined into one equivalent quaternion by the relation: ′ = in which q′ corresponds to the rotation q 1 followed by the rotation q 2. (Note that quaternion multiplication is not commutative.) Thus, an arbitrary number of rotations can be composed together and then applied as a single rotation.

**Which is the inverse of a quaternion q?**

The inverse of a quaternion q is deﬁned as q−1 = q∗ |q|2. We can easily verify that q−1q = qq−1 = 1. In the case q is a unit quaternion, the inverse is its conjugate q∗. 3

## How are quaternions used to represent an orientation?

When used to represent an orientation (rotation relative to a reference coordinate system), they are called orientation quaternions or attitude quaternions. A spatial rotation around a fixed point of radians about a unit axis that denotes the Euler axis is given by the quaternion

**Which is OpenGL library support quaternion intialization?**

The code below supports GLM (OpenGL Mathemathics) library, so this questions might be for those, who know it. Firstly, I perform Quaternion intialization from Euler Angles:

### How to interpolate quaternion intialization from Euler angles?

Firstly, I perform Quaternion intialization from Euler Angles: Secondly, I interpolate between the two input quaternions. The variable fInterpolation contains value in the range 0.0f – 1.0f. Thirdly, I convert my interpolated quaternion back to Euler Angles: At the end, the values in vecInterpolatedRot do not represent the interpolated EulerAngles.

**How to convert quaternions to Euler angles in OpenGL?**

Where angle is a glm::vec3 containing pitch, yaw, roll respectively. PS. If in doubt, just go to the headers and look. The definition can be found in glm/gtc/quaternion.hpp: Where quat is a float typedef for tquat. Solution is in wikipedia: http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles