Quaternion Helper

Enter quaternion components or Euler angles to multiply, normalize, conjugate, and convert between rotation representations instantly.

Operation

Quaternion A

Quaternion B

Result

Click a row to copy its value

W
X
Y
Z
Magnitude |q|

Formula Reference

q1 * q2:
w = w1*w2 - x1*x2 - y1*y2 - z1*z2
x = w1*x2 + x1*w2 + y1*z2 - z1*y2
y = w1*y2 - x1*z2 + y1*w2 + z1*x2
z = w1*z2 + x1*y2 - y1*x2 + z1*w2
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Summary

Enter quaternion components or Euler angles to multiply, normalize, conjugate, and convert between rotation representations instantly.

How it works

  1. Select an operation tab: Multiply, Normalize, Conjugate, Euler → Quat, or Quat → Euler.
  2. Enter quaternion components (w, x, y, z) or Euler angles (pitch, yaw, roll) in the input fields.
  3. The tool computes the result using standard quaternion algebra formulas.
  4. Results are displayed as individual components you can click to copy.
  5. A formula reference panel below shows the exact math used for each operation.

Use cases

  • Composing two 3D rotations by multiplying quaternions.
  • Converting inspector Euler angles to a unit quaternion for a game engine.
  • Extracting pitch, yaw, and roll from a quaternion for HUD display.
  • Normalizing a quaternion after accumulated floating-point drift.
  • Computing the inverse rotation using the conjugate of a unit quaternion.
  • Verifying quaternion math when debugging character controller rotations.
  • Learning quaternion algebra interactively for a graphics programming course.
  • Checking that SLERP endpoints are unit quaternions before interpolating.

Frequently Asked Questions

Last updated: 2026-06-10 · Reviewed by Nham Vu