Hi guys!
Does anyone knows how to manage the spread coming from Joint OrientationXYZW of Skeleton (Kinect Microsoft)?
PS: not this one i’m linking, but the [DX11, vux](DX11, vux) version…
I understand is a quaternion vector 4d…
… How to convert it in Rotate XYZ Vector 3d?
why you would want to convert a quaternion to euler? quaternions are your friend ;)
axisangle only defines an axis with a directional vector and rotate the object along that axis.
I needed Euler angles so here is a version of an “Quaternion to Euler”.
Rotations must be applied like this :
“Heading” applied first
“Attitude” applied second
“Bank” applied last