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Question by murkertrer · Sep 16, 2016 at 09:55 PM · quaternionrotateparentchildeulerangles

Rotating a child and a parent, simultaneously

I´m going crazy...

I have two rotation, which workd well independently, but together they have a really wierd behaviour.

The child is:

 at.rotator.transform.localRotation = Quaternion.AngleAxis(curAngleZ, at.rotator.forward * -1) * start;

The parent is:

 temporaryObjectForRotationOnYAxis.transform.localRotation = Quaternion.AngleAxis(temporaryObjectForRotationOnYAxis.transform.localEulerAngles.y + mouseDragX3, temporaryObjectForRotationOnYAxis.transform.up);

And it does not work. it, goes all crazy, with rapid and umpredictable behaviour. I even tried changing it to euler angles.. Still the same behaviour...

Any Ideas on how should I tackle this problem?

Thank you.

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Answer by Bunny83 · Sep 16, 2016 at 10:51 PM

Local rotation is in local space. So using at.rotator.forward makes no sense as this gives you the forward axis in worldspace. You might want to use

 at.rotator.transform.localRotation = Quaternion.AngleAxis(curAngleZ, -Vector3.forward) * start;

However it depends on your actual setup. Also

it does not ork

Is not a useful description of what happens or what would you expect.

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avatar image murkertrer · Sep 16, 2016 at 11:32 PM 0
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You are right, does not work, it is not a proper description. But I find it difficult to say that it, goes all crazy, with rapid and umpredictable behaviour.

I am using at.rotator.forward because that is the direction of the axis in which I want to rotate. thank you for taking the time ;)

avatar image Bunny83 murkertrer · Sep 17, 2016 at 01:41 AM 0
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Why would you want to use a worldpace axis in a local rotation? That means the rotation axis as seem from local space will change when the parent rotates. Vector3.forward is the local forward axis. $$anonymous$$aybe you want to exchange your two rotations so start comes first.

 at.rotator.transform.localRotation = start * Quaternion.AngleAxis(curAngleZ, -Vector3.forward);

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