Before you can convert between representations, you must be fluent in the raw ingredients. We build them in dependency order: arrows → frames → the numbers that link two frames → the matrix that packages those numbers → the axis-angle idea → the half-angle quaternion → the trig tools that read angles back out.
What to extract from Figure s01: the burnt-orange arrow is v. Its shadow on the floor (teal dashes) gives you vx and vy; its vertical rise (plum dash) gives vz. The lesson: those three shadows ARE the three numbers — nothing more mysterious than "how far along each direction".
Why the topic needs it: the whole point of a rotation is to take one arrow and turn it into another arrow, v→v′. Everything downstream — DCM, quaternion, Euler angles — is machinery for describing that one turn.
Why the topic needs it: the rotation axise^=(e1,e2,e3) is always a unit vector — we only care which way the spin-axis points, not how long we draw it. The quaternion formula (q1,q2,q3)=e^sin2Φ (built in §9) multiplies that pure direction by a number.
What to extract from Figure s02: the teal star of arrows is frame A (the world). The plum star is the same origin twisted — frame B (the body). The single lesson: the whole topic asks only "how is B rotated relative to A?" — every representation is an answer to this picture.
Why the topic needs it: DCM, quaternion, and Euler angles are all just three ways to write down the twist between these two star-shaped bundles of arrows.
Why the topic needs it: a direction cosine is literally a dot product between one axis of frame A and one axis of frame B. The name Direction Cosine Matrix means "the table of all nine such cosines".
Why the topic needs it: the matrix [e^]× lets Rodrigues' rotation be written as one clean matrix formula instead of a cross-product buried inside. It is the bridge that turns "geometry" into "a table you can multiply".
Why the topic needs it: the DCM is the "hub" of all conversions. Its 9 numbers with 6 constraints (3 unit-length + 3 perpendicularity) is the honest, bulky encoding everything else compresses. See Direction Cosine Matrix Properties.
Why the topic needs it: Rodrigues' formula starts from IcosΦ: at Φ=0, cos0=1, so C=I — zero rotation does nothing. This is the sanity check that anchors the whole formula.
What to extract from Figure s03: the plum arrow e^ is the skewer through the object. The orange arrow v swings along the dark arc to the teal arrow v′; the arc's opening angle is Φ (Greek capital phi). The lesson: a rotation is fully captured by just two things — the direction of the skewer e^ and the amount of turn Φ.
Why the topic needs it: both DCM and quaternion have clean formulas straight from (e^,Φ). So the parent derives both from this anchor, then composes conversions. Master this and the rest is bookkeeping. See Rodrigues Rotation Formula.
Why the topic needs it: every conversion formula is trig glue. In particular, q0=cos2Φ (defined next in §10), and the identities sinΦ=2sin2Φcos2Φ and 1−cosΦ=2sin22Φ are what turn "quaternion" into "DCM".
What to extract from Figure s04: a little aircraft with three curved arrows — orange yaw (nose swings left/right about vertical), teal pitch (nose tips up/down), plum roll (wings tilt about the nose line). The lesson: Euler angles are the human way to say orientation, but because each turn changes the axes for the next, doing them in a different order gives a different result — and at θ=±90° two axes line up (Gimbal Lock).
Why the topic needs it: Euler angles are how a rotation gets reported to a person. Pulling them back out of a DCM (e.g. θ=−arcsinC13, ϕ=atan2(C23,C33)) is exactly why we need the inverse-trig tools of §12.
What to extract from Figure s05: two arrows with the same ratioy/x — the orange one in quadrant I (+,+), the teal one in quadrant III (−,−). Plain arctan(y/x) sees only the ratio and confuses them; atan2 reads both signs and lands each in its correct quadrant. The lesson: always feed both numbers separately.
Why the topic needs it: extracting Euler angles from a DCM requires full-circle inverse trig, or your reported roll/pitch/yaw will silently flip. This tool is also where Gimbal Lock shows up: at pitch =±90° the arguments become atan2(0,0) — undefined.
The chain below reads top-down: raw arrows spawn the dot and cross products; those two build both the DCM and the quaternion's multiplication rule; axis-angle plus half-angle trig fills in the numbers; inverse trig reads out Euler angles. All three representations meet at the topic.
Test yourself — you should be able to answer each before opening the parent note.
What are the two properties that fully define a vector?
its length and its direction
What does the little hat mean, as in e^?
the arrow has length exactly 1 (a unit vector), pure direction
What single number does the dot product a⋅b measure?
how aligned the two arrows are — ∥a∥∥b∥cosα
Why does the cross product appear in a rotation formula?
it makes the 90°-turned sideways companion that swings an arrow around
Write the skew-symmetric matrix [e^]× for e^=(e1,e2,e3).
0e3−e2−e30e1e2−e10
What is special about a rotation matrix, and what is its inverse?
rows are perpendicular unit vectors (orthonormal); its inverse is its transpose C⊤
What does the identity matrix I do to an arrow?
nothing — returns the same arrow (zero rotation)
State Euler's rotation theorem in one line.
any orientation is one turn by angle Φ about one fixed unit axis e^
How many numbers is a quaternion, and what are its two parts?
four — a scalar part q0 and a vector part (q1,q2,q3)
Give the quaternion from axis-angle.
q0=cos2Φ and (q1,q2,q3)=e^sin2Φ
How do you rotate a vector with a quaternion?
the sandwich q⊗(0,v)⊗q−1; the output vector part is the rotated arrow
What is the quaternion inverse of a unit q?
its conjugate — flip the sign of the vector part: (q0,−q1,−q2,−q3)
Why does the quaternion use Φ/2 and not Φ?
the sandwich applies the axis twice; halving cancels the doubling (also q and −q agree)
Name the three Euler angles and their axes in a 3-2-1 sequence.
yaw ψ about z, pitch θ about new y, roll ϕ about newest x
Why prefer atan2(y,x) over arctan(y/x)?
atan2 uses the signs of both arguments, so it picks the correct quadrant over the full circle
Recall Ready to proceed?
If you can picture: an arrow → a hatted axis → two twisted frames → a nine-cosine table (DCM) → a spun skewer (axis-angle) → a scalar-plus-vector quaternion multiplied by the sandwich → three tilt angles read back out with atan2 — you have every symbol the parent note assumes. Head back to the parent topic.