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Question by sysameca · Aug 05, 2014 at 04:13 PM · rotationaxisangle

Interpolate a rotation with angle axis

Hey there. Suppose there is a sphere currently rotated at random.How can i interpolate the sphere's current rotation so it's Up vector rotates and stays at the worlds up vector(Vector3.up).So i tried doing it like so:

 private void Update()
 {
 transform.rotation = Quaternion.Lerp(transform.rotation, transform.rotation * Quaternion.AngleAxis(90, Vector3.up), Time.deltaTime * 1);
 }

But that rotates the sphere AROUND the Y axis and does not return it to the world's up vector.With that said i also tried:

 private Quaternion mStartingRotation = Quaternion.identity;
 
 private void Start()
 {
 mStartingRotation = transform.rotation;
 }
 
 private void Update()
 {
 transform.rotation = Quaternion.Lerp(transform.rotation, mStartingRotation * Quaternion.AngleAxis(90, Vector3.up), Time.deltaTime * 1);
 }

That also produces the same result as the last code. So what i am basically trying to achieve is on the following to images:

http://answers.unity3d.com/storage/temp/30449-spheres.jpg

Can somebody help me out

spheres.jpg (48.8 kB)
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Answer by robertbu · Aug 05, 2014 at 04:15 PM

Assuming I understand what you are asking correctly:

 private void Update()
 {
     Quaternion qTo = Quaternion.FromToRotation(transform.up, Vector3.up) * transform.rotation;
     transform.rotation = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * 1);
 }
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avatar image sysameca · Aug 05, 2014 at 04:22 PM 0
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Right from the first shot:D Thanks.

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