3 ms·
An orientation in 4D can be represented by a pair of quaternions. If you want to rotate (change your orientation) you would multiply one pair of quaternions (re
by ogogmad 6y ago
An orientation in 4D can be represented by a pair of quaternions. If you want to rotate (change your orientation) you would multiply one pair of quaternions (representing your current orientation) by another pair of quaternions (representing the rotation) componentwise, yielding a new orientation.
This will not gimbal lock.
Regarding using 4x4 matrices: This will result in unintended shears and stretches due to rounding errors. Renormalising the matrices will be complicated and expensive. Also, interpolation will be more complicated and expensive.
- OmarShehata 6y agoEverything you said is correct. We've described two ways to apply these rotations, one of which will gimbal lock. And Quaternions of course have several advantages and you should use them for those reasons. The goal of the article was simply to explain that avoiding gimbal lock isn't the main reason you should consider Quaternions, which most people commenting here seem to have already been aware of.