Godot's Quaternion Variant is Beautiful (and misunderstood)

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  • Опубліковано 15 чер 2024
  • In this video, we gaze beyond the third dimension as we understand the differences between Euler angles and Quaternion rotation.
    I also go off on a weird tangent and tell my daughter a mostly true story about ancient mathematicians.
    Part of my exploration of every Node and Variant in Godot.
    For more details on quaternions, check out eater.net/quaternions
    Source Code:
    gitlab.com/lazy-tutorials/eve...
    Itch Project:
    Doesn't exist yet, but I'll make one if there's interest
    00:00 Weird Intro
    01:21 Less Weird Intro
    03:11 Rotations in 3D Space
    05:56 Euler to the Rescue!
    09:11 Gimbal Lock
    11:03 Quaternions
    13:30 A little bit of math
    14:22 Code Examples - Using Quaternions
    17:40 Outro
    #godot #godot4 #godotengine
    Godot, Godot 4, Quats Quaternions, Euler, Math, seo is hard.
  • Ігри

КОМЕНТАРІ • 66

  • @SDGGames
    @SDGGames  6 місяців тому +24

    Quick Corrections:
    5:43 I was referring to the commutative property (I misspoke and said cumulative.) You can google "associative, commutative, and distributive" for more details on "basic" algebraic properties. But, yeah, some laws can break in higher dimensions.

    • @felicaamiko
      @felicaamiko 23 дні тому

      you spelled gimbal wrong sometimes, also in 16:19 you spelled quaternion with an extra n

    • @pruthweeshasalian3688
      @pruthweeshasalian3688 16 днів тому

      @@felicaamiko "quanternion" is also how he pronounces it throughout the video

  • @dv_interval42
    @dv_interval42 18 днів тому +3

    Goddamnit. The gatekeepers have kept such a crazy simple concept behind "bro too complicated" doors.Thank you so much for clarifying this!

  • @fnkycoldmadeanr
    @fnkycoldmadeanr 6 місяців тому +18

    "Genius is making complex topics simple"
    Thanks for making quaternions finally click for me 🤯

    • @jedikoops
      @jedikoops 17 днів тому

      ok but what if ur not a genius...

  • @red3tango
    @red3tango 6 місяців тому +15

    Very well done explaining Quaternions, so wish I saw this video years ago. Would like to see a video with this type of explanation of Transform3D/Basis too. I know many solutions (and other engines) use Quaternions, however, Godot uses T3D/Basis "under the hood"; the inspector Euler angles are just for ease-of-viewing, and the Quaternion methods are wrappers that interact with the underlying T3D/Basis variant.

    • @SDGGames
      @SDGGames  6 місяців тому +6

      Good catch! I'm working on a general Variant video now. I'm not sure if anything else will need to break out like Quaternions did, but I'll definitely be looking into T3Ds in more detail this week.

  • @briancunningham4491
    @briancunningham4491 14 годин тому

    Excellent video, thank you for taking the time to put this all together!

  • @xx0124xx
    @xx0124xx 14 днів тому

    Okay well, I haven’t even watched the video yet but that story telling at the beginning was INCREDIBLE

  • @GonziHere
    @GonziHere 6 місяців тому +6

    a) really great tutorial. Saved for linking to others when needed.
    b) one of the great results of Quaternions is that you can lerp from one random rotation to another and it won't do something weird as it would with eulers.

  • @yvanvan3729
    @yvanvan3729 6 місяців тому +4

    Great explanations, awesome tutorial.
    And icing on the cake, sources available on git !
    Thank you for making this video.
    Have a wonderful day.

  • @awyeagames
    @awyeagames 4 місяці тому +3

    Lol chatgpt being a waste of time is to be expected.
    Excellent video! I finally understood how to use quaternions in godot. Thank you!

  • @indoorraccoon4450
    @indoorraccoon4450 5 місяців тому

    thank you so much! I loved every minute of it. Was trying at this for hours trying to find out how quaternions work in godot so your source code really helps

  • @DragnarosDonevan
    @DragnarosDonevan 12 днів тому

    Extremly helpful! thank you. this will save me a lot of frustration

  • @weeknight74
    @weeknight74 3 місяці тому

    Thanks for the video! I had been stuck on 3d rotations in Godot for a while and this video helped me understand the why my rotations weren't working as expected. Getting down to the physics of it was super useful.

  • @cherico94
    @cherico94 6 місяців тому

    you are awesome! thank you so much for making this. I remember trying to understand quaternions so many times in the past and just give up and just use it cuz it "just works". You made it so easy for me to visualize it and understand it in under 20 minutes!

  • @komronyusufjonov4022
    @komronyusufjonov4022 6 місяців тому +2

    Well thats the best explanation of quaternions )
    Thanks a lot )

  • @Zurpanik
    @Zurpanik 6 місяців тому

    Excellent video and work! Fantastic reference! Thank you!

  • @wulfrickwille3871
    @wulfrickwille3871 6 місяців тому

    Good vid! Also looking forward to the Variant video :)

  • @AnnoyingNoisesProductions
    @AnnoyingNoisesProductions Місяць тому

    Hey, thanks a lot! 👍 This really helped me get the random spread on my projectiles working.

  • @RafaelRodrigues-jq6uc
    @RafaelRodrigues-jq6uc 4 місяці тому

    dude this is the best tutorial ive seen thank you so much i can understand now!

  • @MajikayoGames
    @MajikayoGames 4 місяці тому

    Great vid. Good explanation that helped me understand gimbal lock and usage of quaternions in practice. You're right the 4D stuff about how they work is quite involved, will go watch the 3B1B vids if I ever have a need to understand their implementation.

  • @NewSchattenRayquaza
    @NewSchattenRayquaza 5 місяців тому

    You have saved me hours of work thank you so much!

  • @JoLo-vx1nb
    @JoLo-vx1nb 5 місяців тому +1

    Nice presentation on Quaternions.Can you tell me please what program you used to do your demo?
    I am trying to understand how quaternions function. The program you presented evidently has functions which compute the steps required. Access to your source code for your example would be much appreciated. I am not a programmer but am very much interested in comparing the Euler approach with the Quaternion approach when rotating objects. This is an excellent program to do this comparison ! ! The code would help me understand the math involved. THANK YOU !!!!

  • @FuzzballStudios
    @FuzzballStudios 6 місяців тому

    How was I not using this before? Thank you so much!

  • @fistnine1061
    @fistnine1061 3 місяці тому

    Good useful. Thank you! 👍

  • @shrippie-4214
    @shrippie-4214 2 місяці тому +1

    Nice
    will use them when I can

  • @nyeeesss2424
    @nyeeesss2424 6 місяців тому +1

    That was really useful!

  • @lalalala99661
    @lalalala99661 2 місяці тому

    Thank you i guess now i understood very well explained

  • @jorgedavidcoronadoalonso
    @jorgedavidcoronadoalonso 5 місяців тому

    Wow, you have a new follower, thank you for the explanation, I was not understanding why my rotation sometimes didn't work. I was searching a local rotation function 😂.

  • @prozacgodgamedev
    @prozacgodgamedev 4 місяці тому

    Quaternions embody the phrase "Sit on it and spin!" - that's how I've always described them! haha

  • @Learning_For_Godot
    @Learning_For_Godot 6 місяців тому +1

    I love your channel so much!! i just found it today and it's amazing

    • @SDGGames
      @SDGGames  6 місяців тому +1

      Ooh, yeah. My script said communitive, but those long C words all jumble together sometimes!

  • @muuubiee
    @muuubiee 2 місяці тому

    There were no planes when the mathmagician discovered quaternion, since that was something in the 1800's.

  • @trainzmarcel2074
    @trainzmarcel2074 2 місяці тому

    this video is beautiful

  • @DevMarco-
    @DevMarco- 2 місяці тому

    Where i job we've got quinoa buns. You wouldn't believe how hard it is for some people to pronounce quinoa. From Kinoya, to Kichinoa or my all time favorite Kinocchio I've heard so many funny names.

    • @SDGGames
      @SDGGames  2 місяці тому

      So, how did I do? I used to say quan-tern-eeon, until I realized there was no "N' in the middle...

  • @4.0.4
    @4.0.4 6 місяців тому +1

    So... The point of quaternions is that they make it easy to rotate around a vector, right?

    • @SDGGames
      @SDGGames  6 місяців тому

      Yeah, at least that's the primary use in game engines specifically. Other fields might use them exclusively for expressing any rotation. There are some other ways of dealing with rotations in Godot that I'll cover in my next video.

  • @DevMarco-
    @DevMarco- 2 місяці тому

    One big hurdle in understanding the slightest bit about quaternions is the naming of the components of a quaternion. Naming three of the four components x y and z implies concepts that are nothing like anything you know so far

  • @darklord8793
    @darklord8793 Місяць тому

    thanks man shit helped a lot

  • @Myth_Maker_Forreal
    @Myth_Maker_Forreal 2 місяці тому

    can someone explain how to apply this to a camera?

  • @nicolaslanzoni9385
    @nicolaslanzoni9385 2 місяці тому

    Ghin Baal L'qeh does sound ominous

  • @JoLo-vx1nb
    @JoLo-vx1nb 5 місяців тому +1

    SORRY !! I did not realize that Godot was a programming language and the source code was available. I have to learn Godot. I do not know how to execute the Quaternion program yet. If you could give me a quick procedure on how this is accomplished I would appreciate it. THANK YOU !!!

    • @SDGGames
      @SDGGames  5 місяців тому +1

      Godot is a game engine, you can download it for free and run the scene in it. If you download the source code from the GitLab link in the description, you can play around with the quaternion demo scene. There is a lot of stuff that Godot does automatically, so I'm not sure how useful the code will be as an example for other languages.
      I did try uploading the project to Itch, but web support isn't quite there yet for Godot. I'll keep an eye on it and try to get the demo up when I can.

    • @JoLo-vx1nb
      @JoLo-vx1nb 5 місяців тому

      THANK YOU !! I was able to run the source code.@@SDGGames

  • @a.j.outlaster1222
    @a.j.outlaster1222 22 дні тому

    I didn't even know what Gimbal Lock was before, Now I have a base understanding of quarternions.
    But I have a question, Wouldn't Euler XYZ be equivalent to Global ZYX?

    • @SDGGames
      @SDGGames  19 днів тому

      I'm not 100% sure what you mean by that. If you're talking about the Cartesian coordinate system, then yes, Godot uses Y as up instead of Z as up. Afaik, Godot is consistent internally, but other programs or equations might swap the axis.

  • @l.halawani
    @l.halawani 2 місяці тому

    Mathemagician

  • @kestrel77
    @kestrel77 2 місяці тому

    Does the look_at() function use a quaternion?

    • @SDGGames
      @SDGGames  2 місяці тому

      I'm not sure what it uses under the hood, but that function sets the rotation directly on the node. You can see the final rotation expressed as a quaternion, but I think the actual data is stored as a Basis.

  • @makebreakrepeat
    @makebreakrepeat 5 місяців тому

    Ro ro rotate your owl 🎵

  • @trickster721
    @trickster721 3 місяці тому +2

    This is a good idea and structure for a video, but you're speeding up around the key points instead of slowing down. You should focus a little more on the specific information that you're trying to communicate, maybe with stricter editing. When you fiddle around and improvise with the demonstrations, it makes it difficult to follow the point you're trying to illustrate. If I had no concept of Gimbal Lock, I don't think that section of the video would clarify it for me, and that's supposed to be the main conflict of the story.

    • @SDGGames
      @SDGGames  3 місяці тому +2

      Thanks for the feedback! This one was a bit of an experiment, but I'll keep your advice in mind in case I do another video like this

  • @LeoPartIsntCool
    @LeoPartIsntCool 23 дні тому

    but why normalze the 4d vektor? wouldn't it be much easyer to use with our 3d brains if we just keep it as a vektor and an angle instead of representing it as a 4d vektor?

    • @SDGGames
      @SDGGames  23 дні тому

      It's not really designed for mere mortals to understand. I think I linked the 3Blue1Brown video on the topic. We use it for math reasons, not for convenience. Euler angles are more convenient, until gimbal lock kicks in

  • @sheepcommander_
    @sheepcommander_ 6 місяців тому

    1:20 W

    • @SDGGames
      @SDGGames  6 місяців тому

      It happens to the best of us... ¯\_ (ツ)_/¯

  • @boblako
    @boblako 5 місяців тому

    Like and Subscribe! Great work 👍

  • @RandomPickles
    @RandomPickles 2 місяці тому +1

    I refuse to call Euler, OIL-er

    • @SDGGames
      @SDGGames  2 місяці тому

      Yeah, I forgot to check. YOU'LL-er sounds like a Christmas drink to me, but it might be more correct

    • @RandomPickles
      @RandomPickles 2 місяці тому

      @@SDGGames I think the way you prounounced it is the correct way. I just still refuse lol

  • @l.halawani
    @l.halawani 2 місяці тому

    You must be doing something very wrong.
    You're videos are very right, top of the line. Really great content.
    But you must be doing something wrong to have only 5k views on a video like this, when the video itself is so good.