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Question by Pauls · Nov 23, 2012 at 08:04 PM · rotationquaternion.lookrotation

Issue when freezing Quaternion rotation in one axis?

Hi,

how can i freeze the rotation to an axis so that the character does not bend over to look at his target?

I have tried to copy the character's rotation in y or z, but the result is not what i would expect:

This is the wrong result : (the character is bending over)

42alt text42

 var rot : Quaternion = Quaternion.identity;
 
 //in UPDATE
 var dir : Vector3 = vectorEndPoint - thisTransform.position; //vectorEndPoint = the ball; thisTransform = the character
             
 rot = Quaternion.LookRotation( dir ); 
 rot.eulerAngles.z = thisTransform.rotation.z;    //y or z        
 thisTransform.rotation = Quaternion.Slerp( thisTransform.rotation, rot, Time.deltaTime * 5 );


//or this way :

 var dir : Vector3 = vectorEndPoint - thisTransform.position;
 
 //TEST        
 thisTransform.rotation = Quaternion.Slerp( thisTransform.rotation, rot, Time.deltaTime * 5 );
 thisTransform.localEulerAngles = new Vector3(thisTransform.localEulerAngles.x, 0, thisTransform.localEulerAngles.z);

Would you know you to achieve this?

Thanks


SOLUTION:

 var newRotation = Quaternion.LookRotation( dir );
 newRotation.x = 0.0;
 newRotation.z = 0.0;
 thisTransform.rotation = Quaternion.Slerp( thisTransform.rotation, newRotation, Time.deltaTime * 5 );


wrong.png (11.6 kB)
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avatar image Owen-Reynolds · Nov 23, 2012 at 09:49 PM 0
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What did you search for? "Unity look axis" came up with this:

http://answers.unity3d.com/questions/54973/rotate-an-object-to-look-at-another-object-on-one.html

avatar image Pauls · Nov 23, 2012 at 10:07 PM 0
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@OwenReynolds argh sorry, i did look at some topics but i did not find any answer, but indeed you're right, this link is great, thanks a lot for your answer Owen

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Answer by Pauls · Nov 23, 2012 at 10:08 PM

Thanks Owen for the comment, here is the solution :

             var newRotation = Quaternion.LookRotation( dir );
             newRotation.x = 0.0;
             newRotation.z = 0.0;
             thisTransform.rotation = Quaternion.Slerp( thisTransform.rotation, newRotation, Time.deltaTime * 5 );
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