All I've see online is Quaternions from a Mathematician's view that only
a mad-scientist would understand. (Don't understand all the mathmatical
notations, I rather see code.)
I'm looking for more explainations of Quaternions from an Actionscript
"code" point of view.
(C would be too confusing, but I'll settle for Java explainations though. )

-- Keith H --



----- Original Message -----
From: "A.Cicak" <[EMAIL PROTECTED]>
Date: Monday, November 28, 2005 7:57 am
Subject: [Flashcoders] Re: Qauternions for avoiding gimbal-lock in 3D?

> you dont need actionscript tutorial, quaternions work everywhere in 
> the same 
> way, so just google for them, there are
> many examples (most in C) but you can easily convert it to 
> actionscript.
> 
> "keith" <[EMAIL PROTECTED]> wrote in message 
> news:[EMAIL PROTECTED]
> I read all over the internet about Quaternions are the solution for 
> avoiding 
> Gimbal-lock,but I
> dont understand the math enough to use them for rotating 3D points.
> 
> I've looked at 
> http://www.macromedia.com/devnet/flash/articles/3d_classes_03.html.
> Its a nice tutorial, however I need more examples to study with 
> Quaternions 
> used in Actionscript.
> 
> Please post links or tutorials with Actionscript using Quaternions.
> 
> Thanks,
> -- Keith H --
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