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Question by SimonOakey · Dec 16, 2021 at 10:03 AM · rotationgameobjectmeshnormals

How to rotate gameobjects along animated mesh surface right?

Hey Ya!

I am pretty lost with a gameobject/mesh rotation issue - I think i missed something. Maybe you could give me a hint? :)

I have a mesh of a human body that is animated (skinned mesh) and i want to stick other gameobjects right on the body surface. Therefore I read out the vertices (and normals) for each frame. The positioning is fine, but when I try to rotate the gameobject along the normal direction, they sometimes rotate in a very weird way.

I use this: gameobject_to_rotate.transform.rotation = Quaternion.FromToRotation(Vector3.forward, curr_normal_direction);

The gameobject seem to rotate right in the front view - but in the back, they to crazy stuff. Do I need to find another Vector instead of the Vector3.forward?

I am pretty thankful for some help!

Greetz!

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