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Question by ina · May 05, 2011 at 02:43 AM · quaternionmathhitnormalrotations

Normal to Quaternion (relative to origin of hit object)

How do you convert a normal to a quaternion? Or, a vector3 in general?

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Answer by Peter G · May 05, 2011 at 03:08 AM

Quaternion.LookRotation() It creates a rotation facing the vector.

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avatar image ina · May 05, 2011 at 05:50 AM 1
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This works - except the object is "off" by 90 degrees (parallel to surface, rather than normal). There appears no easy way to re-align axes on the object.

avatar image Owen-Reynolds · May 05, 2011 at 06:54 AM 1
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A normal on a flat surface has Y pointing up, and LookAt faces Z. To aim along Y, use YY = Quaternion.FromToRotation( Vector3.forward, Vector3.up); and multiply by it after the LookAt (the order matters, so trans.rot = YY * trans.rot;. I usually have to trial and error the combinations.

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