Martin Baker

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  • Followup: RE: quaternion to Euler angles

    Will, Thanks, very much, for letting me know about this. I'll check to see if I still have a valid contact address and if it can be changed. If not, perhaps I should add your notes next to the PDF. Cheers, Martin.

    2012-05-22 03:12:26 PDT in mjbWorld

  • Followup: RE: Euler Conversion with Rotate Order

    Hi ParticlePeter, Yes, it is many years now since most of these pages were written and at the time Heading-Attitude-Bank approach seemed the nearest thing I could find to a standard so that’s what I based the pages on. Ideally I guess I should look at what other programs are doing and update the pages, but I have a lot of other commitments at the moment and I don't think I'm going to have...

    2012-03-21 07:38:36 PDT in mjbWorld

  • Followup: RE: about the 3D tutorial etc

    Tim, OK thanks, this is a very interesting topic and I think it would be of interest to other readers of the web page, would it be alright with you if I linked from the page to a copy of this thread? Martin.

    2012-03-11 10:00:38 PDT in mjbWorld

  • Followup: RE: about the 3D tutorial etc

    Tim, On Sunday 11 Mar 2012 00:32:00 you wrote: > Yes, around any particular rotation one can perfecly choose a nice > continuous matrix->quaternion function. > But faced with a non-small succession of matrices (frequent in > applications!), one has to either jump, Yes, good point, I have just added this note in 'issues' section near the end of the page but perhaps I...

    2012-03-11 00:50:09 PST in mjbWorld

  • Followup: RE: about the 3D tutorial etc

    Tim, > The only revision I can see is "orthoginal" changed to "orthogonal". > It still explains "m00 + m11 + m22 + 1 > 0" by > "(the matrix is special orthogonal which cannot represent a reflection > component)" OK, I originally removed the erroneous connection between trace and orthogonality in the first section, and since you...

    2012-03-10 09:07:09 PST in mjbWorld

  • Followup: RE: about the 3D tutorial etc

    Hi Tim, On Saturday 10 Mar 2012 11:01:46 you wrote: > Read and respond to this message at: > https://sourceforge.net/projects/mjbworld/forums/forum/122133/topic/743163 > By: geometeer > > The page still gives (det(matrix)=1) as an explanation (?) of > orthogonality, which it is not. That was not the intention, that page is intended to be purely about the...

    2012-03-10 07:36:04 PST in mjbWorld

  • Followup: RE: about the 3D tutorial etc

    Thanks very much for these corrections, I'm sure you are right to be very, very cautious. I have corrected the page, I hope it is correct now? The reason for introducing trace is to select the most accurate algorithm, but somehow this got mixed up with the condition for being a pure rotation matrix, sorry about that. Martin.

    2012-03-10 01:36:02 PST in mjbWorld

  • Followup: RE: Matrix Inverse needs notion of Adjoint

    Rick, Thanks very much for letting me know about this, I have changed the wording and updated the site. I think I really need to do some follow up things to improve the page, such as adding definitions for terms like 'minor', 'cofactor' and 'adjoint'. Also I think I really need to check all the formulas and calculators to make sure I have not made the same omission with these. Thanks,

    2012-02-15 11:32:37 PST in mjbWorld

  • Followup: RE: Question about Java to C++ Converter

    Hi zachary1234, > There is a program, itself programed in java, called XES which is posted on > your web pages. Yes, I have not worked on the program for many years, I think I should really set its status to dormant. > -Can this program be used on programed java source code, in a commercial > context, > to produce C++ code, which may belong to the user (eg. self)...

    2012-02-13 03:33:47 PST in mjbWorld

  • Followup: RE: Draw a Helix

    I don't think you need yaw, pitch and roll for velocities. Velocities can be added in 3 dimensions without all the complications, like singularities, that we have with 3D finite rotations. I guess that you would only need yaw, pitch and roll if you want to orient your model to face in the direction that its traveling in. For instance, if you were traveling in a 2D circle and the position...

    2012-01-30 08:12:49 PST in mjbWorld

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