#I see, well let me be more specific: I
1 messages · Page 1 of 1 (latest)
This might be helpful: In math classes that I'd been exposed to when I was younger (and maybe you too), measuring rotations felt pretty straightforward, because it's just a number that points you around a circle. Unfortunately, that's only true in 2D, where there's only one possible axis of rotation, and when you get to 3D, you can't just use a single number to represent rotation because there are infinitely many axes. That's why we have to start using Quaternions to represent rotations.
And the long and short of Quaternions is that each quaternion represents a rotation operation, so you can treat it like a function or whatever that you apply to a vector or another quaternion
I found it helpful to learn some of the math properties of quaternions, so I'd suggest starting there
and then, as a lot of people say - never try to change the values of quaternions directly. Just treat it like a piece of magic, and ask Unity for Quaternions that you can use and say thank you
But never try to modify the xyzw components of a quaternion, unless you really really really know what you're doing
(I personally wasted a lot of time with this myself)
Yeah, I'll look into the math, but as I said, not very good at maths, but rotations are the only thing confusing me, positions are 100% fine, but rotations, to me, it's very complicated
Nobody is good at anything until they put the time in, so just try to find the experience
and then one day, you can say you're kinda good at maths
You really don't need to learn the math behind Quaternions to use them in Unity.
@lunar viper I think your idea of "learn" here is a little grandiose
I'll rephrase - it's better, as you mentioned, to simply treat Quaternions as a black box