Thanks Justin, I think I have more than enough to get the answer, lol....
On Wed, Nov 17, 2010 at 5:28 PM, Justin Clark-Casey < [email protected]> wrote: > On 17/11/10 23:11, bodzette Coignet wrote: > >> So here's a question: >> If I want to make an NPC move I need to know which orientation an NPC has >> and what way I want it to go. >> So I can pretty much understand a Vector 3 which would be move in the >> direction of +/- for x,y,z where x is left-right?, >> y is back-forward? and z is up-down? >> But quaternions I'm having a hard time getting my head around and I have a >> hard time coding something when I don't >> understand what it is. >> Is it some representation of rotation in 3D similar to the vector but for >> rotation instead? >> Is it measured in the naively intuitive +/- 0-360 degrees for each of x,y, >> z or is it measured in something more >> esoteric like radians or something else entirely? >> Anyone give me a quaternions-for-dummies elevator speech run-down so I >> know what I'm working with? >> > > Unfortunately I can't do that but I do suggest taking a look at the LSL > quaternion/rotation conversion functions, such as > > http://lslwiki.net/lslwiki/wakka.php?wakka=rotation > > I'm finding that > > > http://www.amazon.co.uk/Quaternions-Rotation-Sequences-Applications-Aerospace/dp/0691102988/ref=sr_1_1?ie=UTF8&qid=1290040061&sr=8-1 > > is a good book for understanding these issues, if a little pricey (don't > ask me any questions, I haven't got to the good bits yet!) > > -- > Justin Clark-Casey (justincc) > http://justincc.org > http://twitter.com/justincc > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users >
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