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Question by Alex 17 · Mar 17, 2011 at 05:54 PM · rotationpositionchildrelative

alculate the position and rotation of the object relative to its subobject

Hi, I have a question. The scene has 2 GameObject (PARENT and OBJECT). PARENT contains another one (CHILD). I want calculate position and rotation for PARENT in which the global parameters of the position and rotation of the CHILD will coincide with the OBJECT. How to do it?

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Answer by DaveA · Mar 17, 2011 at 11:10 PM

Do I understand correctly: Normally, the transform on a child (OBJECT) would be relative to the parent ('parent space'). But what you want is the transform of the parent to be relative to the child ('child space')? If that's right, then I think you would just negate the position, invert the scale, and I'm guessing negate the angles of rotation which the child has on it. Or, you could convert both parent and child to world space, then subtract parent from child to get those coords.

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Answer by CommitteeWind · Mar 17, 2011 at 11:36 PM

If you wanted to get sort of "hacky" you could write an OBJECTAdjust script that would update the OBJECTs' position, rotation, scale to mirror that PARENT and CHILDs'.

public Transform ObjToMirror;

private void Update() { this.transform.position = ObjToMirror.transform.position; this.transform.rotation = ObjToMirror.transform.rotation; this.transform.scale = ObjToMirror.transform.scale; }

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Answer by Alex 17 · Mar 18, 2011 at 07:32 AM

reate 3 object in scene (PARENT, CHILD, AIM). Put CHILD into PARENT. So when you move or rotate the PARENT, CHILD move and rotate too. I would like to find position and rotation for PARENT in which the global parameters of the position and rotation of the CHILD will coincide with the AIM, that is visually CHILD located in the same place as AIM.

I think I found a solution:

public var Parent: GameObject; public var Child: GameObject; public var Aim: GameObject;

function Start() {
Parent.transform.position = Vector3.zero; var q: Quaternion = Quaternion.Inverse(Child.transform.rotation) Parent.transform.rotation; Parent.transform.rotation = Aim.transform.rotation q; Parent.transform.position = Aim.transform.position - Child.transform.position; }

WARNING. Here I dont use scale factor.

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