Quaternion questions

I know this is a pretty heavy request, but could someone explain how to use quaternions properly or point me somewhere where I can learn how to use them?

I am having problems getting them to work properly simply because I don’t understand them.

So if someone could give me the basics or point me in the right direction on the proper usage it would be greatly appreciated.

I read the script ref, but it was a little to vague.

Thanks,
-Jeremy

Bump.

I am a thread necromancer now. Buhwhwhaha.

Seriously though, I would love to learn more about them.

In essence, quaternions are very similar to axis angle rotations. A quaternion has four components, x,y,z and w. x, y and z define an axis about which you rotate, and w is the size of that rotation.

I found this fairly brief but easy to follow introduction to them.

I’m in the process of learning a lot about graphics programming, matrices, quaternions, etc. right now. I can’t say I have what I consider an acceptable grasp of quaternions yet, but as I’ve read in many places, and discovered myself, it doesn’t matter much. If you know how to use quaternions, you don’t really need to know how to create them. You can let Unity construct them, using any of these handy methods. The most useful thing I’ve found so far about quaternions is that when you multiply them, you get a combined rotation. So, for example, you can store a quaternion that can rotate any object 180 degrees about its Y axis. Then, you can multiply the transform.rotation of any object by that quaternion, and it will turn around!