Can z value in quaternion get negative?
I'm still learning kinematics like quaternion. The answer of this QA page, which I thank the author for the complete explanation, describes as follows:
(x, y, z, w) = (0, 0, sin(theta/2), cos(theta/2))
That means I guess 0 < z < 1 (when 0 <= theta < 2pi). However, in the return value from tf.TransformListener().lookupTransform
(in C++
), z can often be negative. For example, using turtleSim
on RViz
, z value I see is -0.717892 when a turtle looks almost down or 6PM or 3pi/2. Am I wrong somewhere?