Quaternion

Description

The Quaternion nodes provide several operations, specifically used for handling quaternions.

A quaternion is a vector with four parameters that represent a rotation.

Quaternion Exposer

This node is used to expose certain parameters and attributes of a given input Unity Quaternion, which are:

NameTypeDescription

x

Float

X component of the vector

y

Float

Y component of the vector

z

Float

Z component of the vector

w

Float

W component of the vector

Base

This collection of Nodes are responsible for performing basic useful operations with quaternions.

NodeDescription

Angle

Calculates the angle, in degrees, between two rotations

Angle Axis

Creates a rotation which rotates angle degrees around axis

Dot

Dot Product of two rotations

Euler

Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order

Interpolation

This collection of Nodes allows for the implementation of interpolation between quaternions.

NodeDescription

Lerp

Interpolates between two rotations and normalizes the result afterwards

Sphere Lerp

Spherically interpolates between two rotations and normalizes the result afterwards

In both cases, the value T represents the value used for interpolation: if T = 0 the result will be the first point, if T = 1 the second.

Math

This collection of Nodes allows for simple mathematical operations between quaternions.

NodeDescription

Quaternion Combine

Combines two rotations (i.e. applying the two rotations in sequence)

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