Correctly combining two Quaternions

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SUMMARY

The discussion focuses on the correct method for combining two quaternions to represent rotations based on terrain elevation angles, specifically "North" and "East." Users clarify that quaternion multiplication is indeed the appropriate method for combining these rotations, despite the non-commutative nature of quaternions. The key takeaway is that while the order of multiplication matters, it accurately reflects the intended rotations in 3D space.

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Ed
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Hi folks,

I have a little problem which seems to be melting my brain. I have a (software) model which I wish to rotate based on the topography of the ground. I'm using two angles to represent the terrain - a "North" and "East" elevation (hopefully that's self explanatory).

Once I have the quaternions for these two angles, how to I *correctly* combine them? Unless I'm misunderstanding something, multiplying the quaternions would result in the same effect as performing one rotation and then the other - which I think would be wrong (they're non-commutative, being about perpendicular axes).

help? please? :confused:
 
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Rotations aren't commutative either, which means the quaternions still represent what you want to do.
 

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