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Question by designico · Apr 26, 2013 at 09:35 AM · quaternionreset

How to reset a configurable joint quaternion?

At the beginning of my scene I need to reset (0,0,0,0) the quaternion value of the targetRotation. First I tried this:

function Start ()

{

 JointSchulter.GetComponent(ConfigurableJoint).targetRotation = Quaternion.Inverse(transform.localRotation);


}

But this couldn't help me, so tried this one:

function Start ()

{ JointSchulter.GetComponent(ConfigurableJoint).targetRotation = Quaternion.Set(0.0, 0.0, 0.0, 0.0);
}

Here comes an error.

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avatar image Graham-Dunnett ♦♦ · Apr 26, 2013 at 09:36 AM 0
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What error?

avatar image KiraSensei · Apr 26, 2013 at 01:02 PM 0
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Don't you need to use Quaternion.identity ins$$anonymous$$d of Quaternion.Set(0.0, 0.0, 0.0, 0.0) ?

avatar image RyanZimmerman87 · Apr 26, 2013 at 10:51 PM 0
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Yes Quaternion.identity seems to work wonders for orientating them to their default state.

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