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Animation Window Rotation - Wrong Direction
I've just started using the Animation Window, so excuse me if this is something simple. I'm making a camera rotation, following along with the tutorial here :
https://unity3d.com/learn/tutorials/topics/animation/animation-view?playlist=17099
I rotate the camera around 90 degrees between two keyframes. But the animation it creates rotates around 270 degrees in the opposite direction. It's as though it's using euler values instead of quaternion for the animation. I searched for that though and found a reply indicating that the animation window has been using quaternions since Version 2.x of Unity.
At the moment, I'm using the dopesheet, not the curve editor. I just want to "block out" the animation before I go into the curves editor and fine tune it. And this is a long way from being "roughly" what I wanted.
Answer by NoBullIntentions_P · Aug 02, 2016 at 12:04 PM
It took several hours for this to be moderator-approved so I've already figured it out, Still, I thought it might be better to answer it myself rather than delete it.
If you right click on the property (in this case, rotation) in the property list on the dopesheet, you get a selection menu where you can choose from euler angles, euler angles (quaternion approximation) and quaternion under "interpolation." By default, it's set to euler.
On the face of it, I thought it was odd to make euler the default but I guess it's for people entering specific values and most people find it easier to think in euler angles. So that's how you change from euler to quaternion if you need to.
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