I find that many articles explaining how to describe the orientation of a rigid body rotated along an axis by an angle in a confusing manner.
Normally in 3d space you will have to construct quaternions for rotations along yaw, pitch and roll, and then take their product to get the quaternion of the orientation of the rigid body.
That is, when using quaternions to describe orientations,we are actually describing the rotations done to bring the body from its default orientation to its present orientation.
> Normally in 3d space you will have to construct quaternions for rotations along yaw, pitch and roll, and then take their product to get the quaternion of the orientation of the rigid body
Is this not just using Euler angles via quaternions? If I understand correctly, tracking rotation via yaw, pitch, and roll will still run into issues of gimbal lock because it's the same parameterization just using quaternions.
Normally in 3d space you will have to construct quaternions for rotations along yaw, pitch and roll, and then take their product to get the quaternion of the orientation of the rigid body.
That is, when using quaternions to describe orientations,we are actually describing the rotations done to bring the body from its default orientation to its present orientation.