Let's fix that :)

The takeaway here is this:

**a single Quaternion is equivalent to an axis (3D unit vector) and a rotation θ degrees around that axis. Quaternions are just a weird encoding of these 4 values that make some computations nice.**

**How do we get the angle axis representation? Given a quaternion $Q=(q_x,q_y,q_z,q_w)$, our axis of rotation $V=(v_x, v_y, v_z)$ is:**

$v_x = q_x / \sqrt{1-q_w*q_w}$

$v_y = q_y / \sqrt{1-q_w*q_w}$

$v_z = q_z / \sqrt{1-q_w*q_w}$

and our rotation angle $\theta_V$

$\theta_V = 2 * acos(q_w)$

You can just call this $\theta$, I just use this notation to make it clear that this is the axis $V$'s angle and not some other axis $W=(w_x, w_y, w_z)$'s angle (which would be $\theta_W$).

Cool so that's nice. Intuitively, rotating objects with these is nice: we stick the axis $V$ pointing out from the center of that object, then rotate the object $\theta_V$ around it. But how do we represent this in code? If you have a library (such as Unity) that has quaternions, just use their code. If not, see my follow up blog post.

**The important takeaway here is that every time you use a quaternion, just imagine it as an angle axis in your head.**

For example, given two quaternions Q_V and Q_U that by using the formula above map to angle axes $V=(v_x, v_y, v_z), \theta_V$ and $U=(u_x, u_y, u_z), \theta_U$, if you do $Q_V*Q_U$ that is equivalent to a new angle axis that rotates by V and U.

What order do these happen in? Well, rotations are weird in that they are associative (you can swap parenthesis, so $(Q_V*Q_U)Q_W=Q_V*(Q_U*Q_W)$), but they aren't communicative so $Q_V*Q_W$ isn't always equal to $Q_W*Q_V$. So if want to rotate some $M$,

$M*Q_V*Q_U$

means: rotate M by V, and then by U

while

$Q_V*Q_U*M$

means: rotate M by U, and then by V.

The main reason we use quaternions (as far as I know) is that to rotate positions and vectors using angle-axis, you end up using some sins, cos, dot products, etc. With quaternions you can rotate positions and vectors via linear functions that you can just represent as a 4x4 matrix.

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