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Quaternion.Slerp and Quaternion.Euler problem
Greetings.
I am making a script that uses Quaternion.Slerp command. It works, but I need to constrain the x and z-axis rotation so that only y-axis rotates. I've tried this with Quaternion.Euler but it didn't work. Here is a snippet of my script.
private var speed = 5;
var newRotation = Quaternion.LookRotation(targetObj.position - head.transform.position);
head.transform.rotation = Quaternion.Slerp(head.transform.rotation, Quaternion.Euler(0,newRotation.y,0), Time.deltaTime * speed);
Thank you in advance.
Answer by Yonlop · May 06, 2012 at 11:47 AM
Okay nevermind. I got it. Just specified the x and z initially and it works.
var newRotation = Quaternion.LookRotation(targetObj.position - head.transform.position);
newRotation.x = 0;
newRotation.z = 0;
head.transform.rotation = Quaternion.Slerp(head.transform.rotation, newRotation, Time.deltaTime * speed);
I'm just wondering if there is an overall implication to how the object react to other scripts, but it looks okay for now.
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