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Question by Dorscherl · Apr 03, 2018 at 01:11 AM · rotationquaternionrotation axisquaternions

Prevent child rotation but still control it yourself

I have a child object on my player that I (the user) rotate to give the head a target (using it's forward). It works great UNTIL I start rotating the parent. Then it seems to take the parent object's rotation values and screws up the rotation I want to do. How do I make it so the parent's rotation doesn't affect the child's rotation while still allowing me to rotate it myself?

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Answer by tormentoarmagedoom · Apr 03, 2018 at 07:28 AM

Good day.

I supose you need to "apply a negative rotation" to your child object with the value of player actual rotation.

I mean:

 ChildRotation = new Quaternoin (LocalRotationYouwant - ParentRotation)

So, as Player moves, the child will have a worldrotation "independent" from player rotation.

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