Timeline for How can obtain the relative orientation between two quaternions?
Current License: CC BY-SA 3.0
14 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jan 5, 2014 at 19:11 | history | edited | user1430 | CC BY-SA 3.0 |
deleted 8 characters in body; edited title
|
Jan 5, 2014 at 19:10 | history | reopened | user1430 | ||
Jan 5, 2014 at 19:10 | history | closed | user1430 | Needs details or clarity | |
Jan 5, 2014 at 19:02 | review | Low quality posts | |||
Jan 5, 2014 at 19:10 | |||||
Jan 2, 2014 at 9:35 | answer | added | sam hocevar | timeline score: 4 | |
Jan 2, 2014 at 3:56 | history | tweeted | twitter.com/#!/StackGameDev/status/418591555545731073 | ||
Jan 2, 2014 at 3:29 | history | edited | ilp | CC BY-SA 3.0 |
deleted 672 characters in body
|
Jan 2, 2014 at 0:53 | history | edited | ilp | CC BY-SA 3.0 |
added 442 characters in body
|
Jan 2, 2014 at 0:28 | answer | added | concept3d | timeline score: 2 | |
Jan 1, 2014 at 23:48 | comment | added | concept3d | from what I understand you can't extract euler angles in the traditional sense. Try converting the quaternion to a matrix and there is a way of analyzing that matrix to extract the euler angles which may not work. But TBH I feel you are asking the wrong question. why do you want to extract pitch in the first place ? | |
Jan 1, 2014 at 23:37 | comment | added | concept3d | which API are you using? it is supposed to be stated in the documentation of how do you interpret orientation. | |
Jan 1, 2014 at 23:09 | comment | added | concept3d | not sure what you are asking here, since you are not telling how did you calculate the quaternion in the first place. but my answer here might be related gamedev.stackexchange.com/questions/67199/… and btw you are mixing euler angles with quaternions which is sth I also addressed in the answer. | |
Jan 1, 2014 at 23:01 | review | First posts | |||
Jan 2, 2014 at 0:08 | |||||
Jan 1, 2014 at 22:42 | history | asked | ilp | CC BY-SA 3.0 |