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3
votes
1answer
199 views
D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix
In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix:
-0.02099178 0.9997436 -0.008475631 0
...
7
votes
2answers
845 views
Calculating a quaternion so a bone points in a specified direction
In an attempt to solve this question, I decided to figure out the absolute (world space) directions of each joint in the source pose (as normalized unit vectors), and then rotate the joints of the ...