Timeline for Correct way to integrate scaled axis angular velocity into a quaternion
Current License: CC BY-SA 3.0
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| Apr 8, 2015 at 2:26 | comment | added | neon64 | Although now I think about it multiplying 2 quaternions gives a rotation of both of them so that should work. I think the real question now is why does the other method (which is arguably from a more reputable source [game physics book]) produces a different result. | |
| Apr 8, 2015 at 2:26 | comment | added | neon64 |
Thanks for the verification, but I was fairly confident about the axis-angle to quaternion part of method 1, my doubts mostly came from the this.rotateSelf(q) part.
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| Apr 8, 2015 at 2:08 | history | answered | Steve H | CC BY-SA 3.0 |