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Question by maximilianFromJpn · Jan 10, 2012 at 05:19 PM · quaterniondirection

want to child object facing to camera

transform.forword is (0, 0, 1) object is,

 transform.LookAt( Camera.main.transform.position - transform.position );

this code has been processed, object facing the camera.

so, Hierarchical data model,

child is affected matrix of the parent. and not facing (0, 0, 1).

how can the child object facing to camera?

I want to smooth rotation if possible. so,

 Quternion.Slerp( transform.rotation,
                  Camera.main.transform.position - transform.position,
                  Time.deltaTime * speed );`


I want to include this code.

but I can not well.....

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Answer by maximilianFromJpn · Jan 12, 2012 at 11:34 AM

Somehow I solve this prebrem.

Save the direction to child object facing camera.

 defaultDirToCam = (Camera.main.transform.position - parent.position).normalized;
 defaultDirToCam.y = 0.0f;
 defaultEuler = transform.eulerAngles;

then, on update method,

 // object direction to camera
 Vector3 parentDirToCam = (Camera.main.transform.position - parent.position).normalized;
 // relative to camera position
 Vector3 relativePosition 
     = parent.InverseTransformPoint(Camera.main.transform.position);
 // differential y-axis
 float yDiffDeg 
     = Vector3.Angle( defaultDirToCam, new Vector3(parentDirToCam.x, 0.0f, parentDirToCam.z) );
 // differential x-axis
 float xDiffDeg
     = Vector3.Angle( -Vector3.forward, new Vector3(0.0f, parentDirToCam.y, defaultDirToCam.z) );
 // direction check
 if ( relativePosition.x < 0.0f ) {
     yDiffDeg = -yDiffDeg;
 }
 if ( relativePosition.y < 0.0f ) {
     xDiffDeg = -xDiffDeg;
 }
 // Relative to default rotation
 transform.rotation = Quaternion.Slerp( 
     transform.rotation,
     Quaternion.Euler( defaultEuler.x, defaultEuler.y + yDiffDeg, defaultEuler.z + xDiffDeg ),
     Time.deltaTime * chaseCameraSpeed);

I was able to solve it by this above code.

thanks.

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Answer by aldonaletto · Jan 10, 2012 at 05:38 PM

You're making some mistakes here: transform.LookAt may receive a Transform or a position as argument, not a direction vector, thus you should use transform.LookAt(Camera.main.transform) or transform.LookAt(Camera.main.transform.position).
Your Slerp is also wrong, because you should pass a Quaternion as the target rotation, not a vector: use the vector to find the rotation with Quaternion.LookRotation, then pass this rotation as the 2nd argument, like this:

 var targetRot = Quaternion.LookRotation(Camera.main.transform.position - transform.position);
 transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * speed );`

This code must be part of Update, FixedUpdate or a coroutine to work fine.

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avatar image maximilianFromJpn · Jan 11, 2012 at 01:39 AM 0
Share

thanks! I mistake coding!

You have presented me the code is, Z Axis of object is facing camera.

However, child object front orientation is (0, 0, 1) not.

because child object is affected matrix of the parent object.

I can't find good way to this problem.

I'm sorry my poor English...

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