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Quaternion is different from euler angles, but as always you can convert between one another.

You can check here for sweet and short basic of quaternion. Let me quote from it:

A quaternion rotation is made up of 4 numbers, whose values all have a minimum of -1 and a maximum of 1, i.e (0, 0, 0, 1) is a quaternion rotation that is equivalent to 'no rotation' or a rotation of 0 around all axis.

You might also want to check this link for coordinate conventions used within ROS.

Quaternion is different from euler angles, but as always you can convert between one another.

You can check here for sweet and short basic of quaternion. Let me quote from it:

A quaternion rotation is made up of 4 numbers, whose values all have a minimum of -1 and a maximum of 1, i.e (0, 0, 0, 1) is a quaternion rotation that is equivalent to 'no rotation' or a rotation of 0 around all axis.


You might also want to check this :

Quaternion is different from euler angles, but as always you can convert between one another.

You can check here for sweet and short basic of quaternion. Let me quote from it:

A quaternion rotation is made up of 4 numbers, whose values all have a minimum of -1 and a maximum of 1, i.e (0, 0, 0, 1) is a quaternion rotation that is equivalent to 'no rotation' or a rotation of 0 around all axis.

Euler angle to Quaternion Given an Euler rotation (X, Y, Z) using orthogonal axes:

x = sin(Y)sin(Z)cos(X)+cos(Y)cos(Z)sin(X)

y = sin(Y)cos(Z)cos(X)+cos(Y)sin(Z)sin(X)

z = cos(Y)sin(Z)cos(X)-sin(Y)cos(Z)sin(X)

w = cos(Y)cos(Z)cos(X)-sin(Y)sin(Z)sin(X)


You might also want to check :