#I see, well let me be more specific: I

1 messages · Page 1 of 1 (latest)

brazen swallow
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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.

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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

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I found it helpful to learn some of the math properties of quaternions, so I'd suggest starting there

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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

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But never try to modify the xyzw components of a quaternion, unless you really really really know what you're doing

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(I personally wasted a lot of time with this myself)

cerulean pagoda
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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

brazen swallow
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Nobody is good at anything until they put the time in, so just try to find the experience

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and then one day, you can say you're kinda good at maths

lunar viper
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You really don't need to learn the math behind Quaternions to use them in Unity.

brazen swallow
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@lunar viper I think your idea of "learn" here is a little grandiose

lunar viper
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I'll rephrase - it's better, as you mentioned, to simply treat Quaternions as a black box