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Question by vinicius47 · Jun 08, 2014 at 06:01 PM · rotationquaternionmatrixrollangleaxis

Change the roll of the rotation

I have a code to change the pitch and yaw of the rotation reference to an direction, but when i try to roll the object arround the local up axis, thing get pretty messed up. Here is my code:

         forward = GetGForce();
     relativeAngleX = Quaternion.AngleAxis(x, Vector3.Cross(forward,Vector3.up).normalized);
     relativeAngleY = Quaternion.AngleAxis(y, forward);
     relativeAngleZ = Quaternion.AngleAxis(z, transform.up);
         
     transform.rotation = relativeAngleZ * relativeAngleY * relativeAngleX * Quaternion.LookRotation(forward);

I already try to change the order of the matrix multiplication, but i got the same results.

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