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Question by Borissow · Feb 20, 2012 at 12:26 PM · rotatelerprotatearoundslerp

Rotation with RotateAround

Hy, So here is my problem: I have a Character (GameObject) thats needs to be moved to a give position and in the same time rotated to a given rotation.

Now I am using Vector3.Lerp and Quaternion.Slerp to accomplish this but my problem is that the pivot of the character is at his legs so when I rotate it is rotating around it's pivot and not around the center of the Character. This looks quite odd.

I am trying to use transform.RotateAround to rotate it around another transform which will be positioned in the middle of the character. My question : How can I calculate how much to RotateAround If I know the end rotation?

Thanks in Advance, Boris

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avatar image asafsitner · Feb 20, 2012 at 09:18 PM 0
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Angle?

avatar image Borissow · Feb 20, 2012 at 09:28 PM 0
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I don't really understand what you mean. I know the final rotation but I don't know how to get to it using RotateAround.

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Answer by Borissow · Feb 22, 2012 at 03:30 PM

Solved it!

Just created a new animation for the situation when I need to rotate and move the GameObject , it this animation the pivot of the GameObject is moved in the center of the mesh. No RotateAround needed anymore. It looks great now.

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Answer by Anxo · Feb 20, 2012 at 11:04 PM

I highly recommend that you fix the problem instead of trying to patch it with hot fixes. Go back to your 3D application and move your character so that his pivot point is at 0, 0,0.

If you keep your file clean and do things right, you will get more done and have a better result

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avatar image Borissow · Feb 21, 2012 at 01:11 PM 0
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This was my first idea but after that I realized that it's no good because it would mess up other parts of the game (movement logic, positioning...), it's not an option for my case,

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