JCPalmer Posted February 2, 2018 Share Posted February 2, 2018 Like the title says, there is a function in Quaternion which ignores one of its arguments. I guess my question is, if the default is "YZX", this is the vector3 equivalent of rotating in Y axis, then Z, then X? Also, If yes I am assuming that this is how rotation is applied in frame, right? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 2, 2018 Share Posted February 2, 2018 Right, The parameter was added for future usage but I did not find time to code it yet Quote Link to comment Share on other sites More sharing options...
JohnK Posted February 2, 2018 Share Posted February 2, 2018 The default order is YXZ locally. http://doc.babylonjs.com/babylon101/position#convention-1-local-axes https://www.babylonjs-playground.com/#8ECWTD I do remember at some point quite a time ago a comment in the code somewhere that order was a a 'to do'. The function does work correctly so it might be a good job that the order YZX is ignored. http://doc.babylonjs.com/resources/rotation_conventions#quaternions-to-euler-angles Quote Link to comment Share on other sites More sharing options...
jerome Posted February 2, 2018 Share Posted February 2, 2018 If you really want another rotation order than the default one (YXZ), you could use addRotation() to accumulate rotation steps in the desired order : http://doc.babylonjs.com/how_to/rotate#add-rotations http://doc.babylonjs.com/babylon101/position#sequencing-rotations Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 2, 2018 Author Share Posted February 2, 2018 Actually, I wanted to re-code it in C## to change the Kinect joint orientations the format reported, for sanities sake. I saw the used used arg & wanted to double check. Quote Link to comment Share on other sites More sharing options...
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