Hello, so I’m trying to convert a quaternion to a CFrame Rotation Matrix but it doesn’t seem to look like the one im seeing in Blender though?
Any clue what could be wrong?
local part = workspace.Part
local x,y,z,w = .780,-0.158,0,.606
local r00 = 1 - 2*y*y - 2*z*z
local r01 = 2*x*y - 2*w*z
local r02 = 2*x*z + 2*w*y
local r10 = 2*x*y + 2*w*z
local r11 = 1 - 2*x*x - 2*z*z
local r12 = 2*y*z - 2*w*x
local r20 = 2*x*z - 2*w*y
local r21 = 2*y*z + 2*w*x
local r22 = 1 - 2*x*x - 2*y*y
local cframe = CFrame.fromMatrix(part.CFrame.Position,
Vector3.new(r00, r10, r20),
Vector3.new(r01, r11, r21),
Vector3.new(r02, r12, r22)
)
part.CFrame = cframe
maybe your quaternion is not normalized:
local magnitude = math.sqrt(x*x + y*y + z*z + w*w)
x, y, z, w = x / magnitude, y / magnitude, z / magnitude, w / magnitude
What does normalizing it do again?
Yeah normalizing it doesn’t work it still creates the same wacky rotation unlike the one im seeing in Blender
Roblox
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Blender
did you do it like this:
local x, y, z, w = 0.707, 0, 0, 0.707
local magnitude = math.sqrt(x*x + y*y + z*z + w*w)
x, y, z, w = x / magnitude, y / magnitude, z / magnitude, w / magnitude
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Yeah I did it exactly like that but it’s not yielding the same results though
Did you use the numbers i gave you (90 degree around X axis)
Yeah but I’m not trying to get it to work with just 90 degrees around the X-Axis, im sure it will work but that’s not the rotation I want
This is the one I want
local x,y,z,w = .780,-0.158,0,.606
Thanks for trying eventually I got it to work!
@VonsRevenges
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