It’s amazing how much a visualization can help to explain
Like I had to take a few higher level math classes in college since I majored in comp sci, and the difference between a professor just writing notation on a board and rambling for an hour vs a professor explaining application and using visuals to explain was such a wild difference in the quality of classes
Wait, you’re totally right! I had it turned around!
Quaternions avoid the gimbal lock issue, and are more efficient overall, but they’re a bit more complicated to understand.
Euler is more user-friendly on the editing side of things, and easier to understand, but it’s got some shortcomings. (Maybe that’s why I thought this, perhaps some tutorials were telling me to use Euler at first…? Hm.)
Both are an option in Blender and Godot for instance, because one might suit a given situation better than the other.
For anyone else that needs the reminder, the one on the right is Euler’s formula.
https://en.m.wikipedia.org/wiki/Euler's_formula
It’s amazing how much a visualization can help to explain
Like I had to take a few higher level math classes in college since I majored in comp sci, and the difference between a professor just writing notation on a board and rambling for an hour vs a professor explaining application and using visuals to explain was such a wild difference in the quality of classes
Meanwhile Euler was coming up with all this shit while being blind
Euler: What is one banana and why does Tom have seven?
More specifically, the power series proof of Euler’s identity.
Oh sweet! That’s the magic that makes rotations work intuitively in Blender and game engines! :D
… Still can’t say I understand it but I sure am grateful!
I thought the magic that makes rotations work intuitively in games was quaternions.
Wait, you’re totally right! I had it turned around!
Quaternions avoid the gimbal lock issue, and are more efficient overall, but they’re a bit more complicated to understand.
Euler is more user-friendly on the editing side of things, and easier to understand, but it’s got some shortcomings. (Maybe that’s why I thought this, perhaps some tutorials were telling me to use Euler at first…? Hm.)
Both are an option in Blender and Godot for instance, because one might suit a given situation better than the other.