Hello there. My question is probably more complicated than it seems (or perhaps it’s a lot more simple - I don’t know…).
I’ve checked various questions, documentation and posts here, but I remain unclear about this…
I’d like to know if Quaternion.Inverse ‘flips’ the rotation around 180 degrees, or does it return a rotation that would, when multiplied (added, I guess) to the original, produce an identity Quaternion? That is, one without any rotation.
To me, it seems like the ‘inverse’ of a rotation is different to a rotation facing in the opposite direction. The opposite direction, when multiplied (added) to the original will not send the rotation back to ‘0’, right? It will make it U-turn.
So how do I ‘flip’ a Quaternion 180 degrees, without necessarily knowing the axis?
Cheers.