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Question by Michael Neely · Dec 09, 2010 at 08:46 PM · rotationquaternionparentchildlocalrotation

Child versus Parent rotations

I am working on an animation that has main object animated along a path. That comes in just fine and is working well. The Main object has a child that I have put the following script on...

// Smoothly tilts a transform towards a target rotation.

var smooth = 2.0;

var tiltAngle = 30.0;

var myParent : Transform;

function Update () {

var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;

var target = Quaternion.Euler (0, 0, tiltAroundZ);

// Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target,Time.deltaTime * smooth);

}

The issue is that now my child object ignores that it is the child of the Main animated object. At least rotationally.

How can I get my child object to still behave as a child, while controlling the local rotational z roll of the object with my script?

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Answer by yoyo · Dec 09, 2010 at 09:21 PM

Have a look at Transform.localEulerAngles.

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Answer by The_r0nin · Dec 09, 2010 at 09:21 PM

You are setting the rotation of the transform (which is the global rotation) and not localRotation. Change your code to transform.localRotation and see if that is what you want.

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Answer by Michael Neely · Dec 11, 2010 at 12:59 PM

After a few great suggestions, adding this to the beginning of my Update function keeps things oriented properly. Not completely certain why, but this is better.

transform..rotation = Quaternion.Euler(lockPos, transform.rotation.eulerAngles.y,transform.rotation.eulerAngles.x);

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