is there a way to extract rotational angles from a given quaternion? much like an euler (quaternion get).
or maybe i am just thinking too complicated. I want to rotate a 3-d object freely and consequtively in space much like in real life: a rotation to the left should go left, no matter the current angulation of the object. and one to the top should go to the top.
my attempt was to framedelay the quaternion of the current position and multiply it with the quaternion of the movement. however, i don’t seem to be able to put it into a matrix transform.
i’ll put that module into the standard modules folder for the next release.
@sebl: the basic idea is that for the user it should be easy to get all the modules without having to download tons of zips. therefore every module writer should be able to decide which modules she wants to contribute; and either check that into an open (version controlled) folder, or send it to the maintainer who will check each one of them and then check it in. In that way a module package is created which then appears in the addonpacks we just invented. details will follow soon.