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Question by schkorpio · Jun 26, 2019 at 03:22 AM · rotationdirection

Top Down Helicopter Tilting to direction of input

Hello,

I'm having some trouble with rotations and directions.

I'm able to tilt my helicopter correctly when it is facing forwards (on the Z axis) (upwards in top down view) using:

 Quaternion targetRotation = Quaternion.AngleAxis(tilt, camForward * -horizontalInput + camRight * verticalInput);
 
 m_Rigidbody.MoveRotation(Quaternion.Euler(targetRotation.eulerAngles.x, m_Rigidbody.rotation.eulerAngles.y, targetRotation.eulerAngles.z));

alt text

However as soon as my helicopter rotates, then the helicopter begins tilting incorrectly.

My horizontal input is still tiling the helicopter left and right, but it should be tilting forward and backwards.

How can I make the tilt direction be based on the input direction, and not the helicopter's rotated direction?

Thanks :-)

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Answer by tormentoarmagedoom · Jun 26, 2019 at 12:03 PM

Hello.

You are confused about 1 basic thing:

There are 2 kinds of "directions" for moving. Local (relative to object/parent transform) and Global (relative to Scene).

I mean, the world have X axis (called Global) , and all objects have its own X axis (called Local) (if you rotate the object, this Local axis will also rotate, so its positive X will be not the same as the Global positive X.

You need to decide how you move your helicopter, but thinking in this, if moving with its local transform values or global transform values.

Transform, have the values for local and for global

 position & localPosition
 rotation & localRotation
 The same for Euler, scale, and properties from RectTransform.

The funtion Translate() request a vector. this vector will be used as a Localposition, so it will change in Local scale and rotation!!

Now, take your time, think, and rewrite your moving script!

Bye!

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avatar image schkorpio · Jun 27, 2019 at 12:00 AM 0
Share

Thank you, yes that is almost exactly what I need. But not to move/translate to global space, but rather rotate in regards to the camera's axis' - is there a Translate() function which works on rotations, not vectors?

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