Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!mcsun!ukc!slxsys!ibmpcug!peterl From: peterl@ibmpcug.co.uk (Peter Leaback) Newsgroups: comp.graphics,connect.audit Subject: RE:Errors in rotations Message-ID: <1990Jan6.010548.13313@ibmpcug.co.uk> Date: 6 Jan 90 01:05:48 GMT Organization: The IBM PC User Group, UK. Lines: 25 [this message has been resent because of CONTUNUEING problems at my end] Many thanks to everyone who has replied by mail and here. I think the most promising method i will follow up is a mixture of Quaternions and normal rotations. If i define my rotations as a Qaternion this poses another problem for me, that of movement.I would need to extract something approaching a direction vector from the Quaternion. This was simple with a rotation matrix because i would just pick up the Z vector of the matrix and multiply this with the speed to get the velocity. The Z vector of the matrix can be found from a Quaternion but this requires 6 multiplications which invalidates the speed advantage of Quaternions. Would it be possible to use the vector part of the Quaterion as the direction vector of the object ? Peter Leaback. -- Automatic Disclaimer: The views expressed above are those of the author alone and may not represent the views of the IBM PC User Group.