A Discussion of Models and Quaternions in Unreal Engine 5.3

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ImaginaryComponent

ImaginaryComponent

4 ай бұрын

A discussion of various approaches to quaternions.
I've put together a sample program that converts from degrees to quaternions and back, as well as applying static and additive rotations. If you would like to play around with it, it's a good start on using the various rotation nodes as well as comverting into and out of quaternions.
github.com/imaginarycomponent...

Пікірлер: 6
@davidjericho4815
@davidjericho4815 Ай бұрын
Exactly the video I was looking for, and the Git project file is a lifesaver.
@ImaginaryComponent
@ImaginaryComponent Ай бұрын
Glad to hear it.
@epik_robie1709
@epik_robie1709 4 ай бұрын
Would you be able to make a tutorial going over tuples and map functions in Verse? Arrays would be fine as well but I think the first 2 are a little more difficult to understand how to work with.
@LuccDev
@LuccDev 22 күн бұрын
Very interesting, however the blueprint moments are unreadable :( Thank you for this video and the github though, very useful.
@epik_robie1709
@epik_robie1709 4 ай бұрын
So are quaternions like a 4-D sphere in a way?
@ImaginaryComponent
@ImaginaryComponent 4 ай бұрын
I don't even think of them like that. From my point of view quaternions are a mathematical model that don't really have a physical analogue that makes sense. That's kinda the point of the first half of the video; quaternions are useful for accomplishing a task; they are not something for you to try and think about visibly. When I started thinking about them as a framework that stays consistent rather than an actual physical model, they made a lot more sense.
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