Timeline for Camera rotation in TouchDesigner
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
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| Apr 7, 2024 at 15:01 | history | edited | liggiorgio | CC BY-SA 4.0 |
Fixed formatting
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| Apr 6, 2024 at 15:31 | comment | added | Alessio Mastrorillo | When the camera is 90^ rY I want the direction vector to be {-1,0,0} and from here, with a -90^ rX I want it to be {0,-1,0}. In this case, the camera is actually pointing at {-1,-1,0} due to the camera orientation. As answered here, do I need to implement quaternions instead of rotation matrices? | |
| Apr 5, 2024 at 16:49 | answer | added | noodle_run | timeline score: 0 | |
| Apr 5, 2024 at 14:36 | comment | added | DMGregory♦ | What did you expect instead? Because there's no one universal convention for coordinate system and rotation sequence, this could just be a case where your desired convention differs from the one the formula was written for. We can't guess at the right correction from the math alone though. So, tell us, in your app, which way do the x+, y+, and z+ axes point? Which rotation do you want to always apply around the camera's local axis, and which one do you want to always apply around the global axis? Note that if you're trying to compose rotations over time, Tait-Bryan angles are not the way to go | |
| S Apr 5, 2024 at 13:42 | review | First questions | |||
| Apr 7, 2024 at 15:01 | |||||
| S Apr 5, 2024 at 13:42 | history | asked | Alessio Mastrorillo | CC BY-SA 4.0 |