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This question was closed Jan 26, 2013 at 08:12 PM by SergeantBiscuits for the following reason:

The question is answered, right answer was accepted

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Question by SergeantBiscuits · Jan 26, 2013 at 03:49 AM · raycastaxisnormalrobotfoot

Set Quaternion to another Quaternion, but oriented along

Hey guys, quick question--

I am trying to stick a robot's foot to the terrain but I am having trouble laying it flat. I am using a raycast firing down into the terrain which gives me the hit.normal, the z-axis of which points upwards. I want the foot to stick to the hit point but have its y-axis pointing up along the normal. I also want the foot to rotate along its y-axis to the same angle as the robot.

So basically I'm thinking I need to do this (pseudocode):

 foot.rotation = hit.normal(along z axis); // This is what I can't figure out
 foot.eulerAngles.y = robot.eulerAngles.y;

I'm sure there's a simple way to do this. Thanks for the halp! You guys own.

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avatar image SergeantBiscuits · Jan 26, 2013 at 04:02 AM 0
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 foot.rotation = Quaternion.LookRotation(robot.forward, hit.normal)

works for the y and z rotations, but the foot does not slope 'downwards' or 'upwards', that is, the x rotation remains locked at 0.

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Answer by SergeantBiscuits · Jan 26, 2013 at 05:56 AM

Managed to get it workin well enough by firing off two raycasts, one from the back of the foot and another from the front, then doin:

 Quaternion.LookRotation(footFrontHit.point - footBackHit.point, footBackHit.normal);
 foot.transform.eulerAngles.y = robot.eulerAngles.y;
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avatar image Fattie · Jan 26, 2013 at 10:55 AM 0
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Hey Sarge! You might be best to close or delete this question ('asked and answered") (or some rude ad$$anonymous$$ will do so! heh)

quaternions are a hell of a business, eh

avatar image SergeantBiscuits · Jan 26, 2013 at 08:11 PM 0
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Hah, no kiddin! Yeah I'll close it. Thanks boss.

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