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# How can I convert a Quaternion to a direction vector?

how i can Converting a Quaternion to a Direction Vector? i have two Quaternion and i need to convert the two Quaternion to vector3

and used the vectors in Quaternion.LookRotation(v3,v3)

Quaternion targetRot = Quaternion.LookRotation(myForward, hit.normal);

Quaternion targetRotation = Quaternion.LookRotation(targetDirection,hit.normal);

http://www.2shared.com/document/2djAJSdi/save.html

and

convert : Quaternion targetRot to vector3 targetRot

convert : Quaternion targetRotation to vector3 targetRotation

and used the new vector in: Quaternion AllTarget = Quaternion.LookRotation(vector3 targetRot, vector3 targetRotation);

**Answer** by Bunny83
·
Aug 28, 2013 at 10:51 PM

A quaternion doesn't have a direction by itself. It is a rotation. It can be used to rotate any vector by the rotation it represents. Just multiply a Vector3 by the quaternion.

```
Vector3 targetForward = targetRot * Vector3.forward;
Vector3 targetUp = targetRot * Vector3.up;
```

What axis you need you have to figure out yourself since your code is just an abstract collection of code fragments.

Just to be absolutely clear for beginners: When you say *"Which way is this Quaternion's up?"* or *"Which way does this Quaternion point forward?"* what you **probably actually mean is**:

"If you take something which is standing straight up and forward, and

apply the Quaternion to it, which way is the forward vector now?"

The example code above provides exactly that information.

Thanks for the answer! More importantly, thanks for the explanation/clarification of the underlying question in the second half; it really explains WHY this gives the intended result, rather than it being just another abstract operation that spits out the intended result.

Sorry, I had it backwards, thank you for the explanation.

Uhm, what do you mean? Your code example doesn't work. You have to do

```
Quaternion * Vector
```

That's what The_Mean_Fiddler said and that's what is written in my answer.

Quaternions basically work like a matrix multiplication which is also right to left. The MVP matrix need to be multiplied in reverse order `P * V * M`

**Answer** by The_Mean_Fiddler
·
Jun 26, 2015 at 09:04 PM

You have to do Quaternion * Vector3

Vector3 * Quaternion gives an error

THAN$$anonymous$$ YOU!!!

THIS ONE DETAIL GAVE ME 5 HOURS OF GRIEF!!!

THAN$$anonymous$$ YOU!!!

This caught me too. Multiplication is commutative, dammit!

It'd sure be nice if Unity would add

public static Vector3 operator *(Vector3 point, Quaternion rotation);

to the Quaternion class as well. Normally, you could do this yourself as an extension method, but unfortunately, C# doesn't allow you do make extension methods from operators. Bummer.

Multiplication is commutative

True. *Multiplication* **IS** commutative.

*Quaternion multiplication*, however, is not commutative. When you multiply with a quaternion, the process can only behave in one manner.

See https://en.wikipedia.org/wiki/Commutative_property for details.

Some additional information on the noncommutativity of quaternion multiplication. And just in time there's now a Numberphile video on quaternions ( extra bits ) which might help to get a better understanding of how they work.

**Answer** by edthered1009
·
Feb 18, 2019 at 11:05 PM

Extremely simple. Quaternion.eulerAngles makes it a Vector3. :)

This makes no sense. Yes, eulerAngles is represented as a Vector3 because it represents 3 angles, but this does not represent a direction vector.

When did he ask for a direction vector? He asked for a Vector3.

. Pay attention. Edit: Just realised he did mention direction vectors, but I think he is just using the wrong terms. Thanks for trying to help, though![I] have two Quaternion[s,] and [I] need to convert the two Quaternion[s] to vector3[s.]

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