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Question by haimmoshe · Jun 27, 2017 at 07:01 AM · c#scripting problemscript.

How can i rotate a transform using lerp but keep the nose in same direction/angle on x ?

 void Update()
     {
         // calculate the displacement since last frame:
         Vector3 dir = transform.position - lastPos;
         lastPos = transform.position; // update lastPos
         float dist = dir.magnitude;
         if (dist > 0.001f)
         { // if moved at least 0.001...
             dir /= dist; // normalize dir...
             float vel = dist / Time.deltaTime; // and calculate current velocity
                                                // bank in the direction of movement according to velocity
             Quaternion bankRot = Quaternion.LookRotation(dir + factor * Vector3.right * vel / maxVel);
             transform.rotation = Quaternion.Lerp(transform.rotation, bankRot, turnSpeed * Time.deltaTime);
         }
     }

I want to keep the rotation on the x on 0 The rotation on x is about 45 degrees and it looks like the transform(spaceship is looking at the target). I don't want it to lookAt kind of but just to flow to the target position when x axis is on 0 all the time.

Just like when airplane is landing. The front/nose is not pointing the ground like it's going to crash.

I mean to rotate only on the x to rotate to left or right using lerp but not to make it like lookAt. Just like spin it to a direction not to change the angle to look at the target. The nose should be kept same like aircraft is coming to landing.

I think it's the x axis. Anyway i want to keep spaceship nose at same rotation only to rotate/spin the object.

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avatar image Woltus · Jun 27, 2017 at 07:20 AM 0
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I'm a little confused. $$anonymous$$aybe try to draw that?

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Answer by tanoshimi · Jun 27, 2017 at 07:28 AM

Kinda hard to follow your description, but it sounds like you simply want to force the x angle of the rotation created by Quaternion.Lerp to a set value? In which case:

 Vector3 rotation = Quaternion.Lerp(transform.rotation, bankRot, turnSpeed * Time.deltaTime).eulerAngles;
 rotation.x = 45;
 transform.rotation = Quaternion.Euler(rotation);
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