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Question by Indiegangster · Feb 11, 2013 at 09:09 AM · quaternionmathf.clamp

Clamping quaternion look at

So I wrote out a code that is going to take place the action for the "head object" of the enemy . Now that I wanted to smooth his head rotation out by using quaternion.slerp with quaternion.lookAt this was a success : but off-course I ran into a problem what if my character was prone or crouching . So I need to "clamp" a min and max for the y of the quant .... And im stuck I have no clue I've tried searching for quite some time now I can not find a solution ..... I've seen post about setting eulerAngles after transforming the rotation .... This give's me very irregular results ..

I heard about using configurable joints but I .... look at the them and just scratch my head in frustration.....

So here is the snippet of code : //set a new rotation variable based apon a slerp from his current rotation to the look position from the target to // Reletive object This //The lookSpeed is declared at the top as a float offcourse var lookRotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(target.position - transform.position), lookSpeed*Time.deltaTime);

     transform.rotation = lookRotation;
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