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Question by
rmccabe82 · Dec 03, 2014 at 12:27 PM ·
c#3dquaternionconversion
I have global rotations for an object, how do I convert to local rotations?
I am using data from the Kinect inside a Unity game. I want to move a model by transforming the joints. The problem is, the Kinect gives global rotations and I need local rotations to move the model.
I'm not that familiar with 3D maths - does anyone have an example of taking a global quaternion (xyzw) and converting it to a local quaternion?
Thanks in advance for any pointers!
Comment
Answer by etaxi341 · Dec 03, 2014 at 12:43 PM
This guy posted an interesting answer to your problem:
http://forum.unity3d.com/threads/find-local-rotation-given-global-rotation.136379/
Not perfect, but working.