[Closed] Convert a quaternion from world space to component space
Hi, I am using quaternions to update an object's rotation. I need to compute the localspace value of a quaternion from its worldspace value, but I can't manage to found how to.do it. Any ideas ?
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The question has been closed Apr 28 '15 at 07:42 AM by StrangerGwenn for the following reason:
The question is answered, right answer was accepted
Hey Gween if i was you i'll rotation matrix because anyway your problem is a mathematic one and what you need to do is to convert value from one coordinate system to another am i right ? As i understand you the global values of your rotation related to the origin of the level (0,0,0) so "All you need" to do is to find the matrix to pass from one coordinate system to another.
The best advice i can give you is take a look at mathematic how to Pass from one coordinate system to another. All Good Linear algebra book will have a 3d section and how do it. Personnally i always keep my book around me. If you need a concrete example i can build you one or if you need help just tell me gamer08
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