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--></style></head><body lang=EN-US link=blue vlink="#954F72"><div class=WordSection1><p class=MsoNormal>Thanks John,</p><p class=MsoNormal>Please search the public and hanim lists for other interesting references and reasons to adopt quaternions as an alternative to our legacy axis-angle rotation and orientation fields. </p><p class=MsoNormal>Joe</p><p class=MsoNormal> </p><p class=MsoNormal><o:p> </o:p></p><div style='mso-element:para-border-div;border:none;border-top:solid #E1E1E1 1.0pt;padding:3.0pt 0in 0in 0in'><p class=MsoNormal style='border:none;padding:0in'><b>From: </b><a href="mailto:yottzumm@gmail.com">John Carlson</a><br><b>Sent: </b>Sunday, January 26, 2020 7:37 AM<br><b>To: </b><a href="mailto:x3d-public@web3d.org">X3D Graphics public mailing list</a><br><b>Subject: </b>[x3d-public] History of Quaternions</p></div><p class=MsoNormal><o:p> </o:p></p><p class=MsoNormal><a href="https://www.youtube.com/watch?v=uw6bpPldp2A">https://www.youtube.com/watch?v=uw6bpPldp2A</a> </p><p class=MsoNormal><o:p> </o:p></p></div></body></html>