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Quaternion XYZW negate returns diffrent orientation
Hi, i am trying to solve this problem all day long but i can't find solution to this problem.
Negating all four quaternion components should not affect its orientation.
I am using one library which returns quaternion and sometimes quaternion components are negated. In library source with example everything works great, but in unity i can't make this to work.
Thanks for help
Answer by Sanyol · Feb 27, 2014 at 11:32 AM
I found solution. Creating quaternion from Euler, Matrices, 4 components all result some bugs. Solution was to create quaternion using Quaternion.AngleAxis method :)
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