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Question by 2dkot · Dec 17, 2014 at 07:49 PM · rotationsmooth follow

Why Y and Z eulerAngles are changed from 0 to 180(and vice versa) when object rotates by X axis

Good day everyone,

I have a spaceship object which is able to be rotated by 360 of any Axis. Moreover, Camera smoothly follows ship rotation. Well, when I rotate spaceship by X axis, every 180 degree of X, Z and Y eulerAngles are changed from 0 to 180 suddenly, so Camera rapidly rotates as well by Y and Z axis, that is not meant to be . How can I avoid it? Here is the code:

         // Calculate the current rotation angles
         wantedRotationAngleY = target.eulerAngles.y;
         currentRotationAngleY = transform.eulerAngles.y;
  
         wantedRotationAngleX = target.eulerAngles.x;
         currentRotationAngleX = transform.eulerAngles.x;
  
         wantedRotationAngleZ = target.eulerAngles.z;
         currentRotationAngleZ = transform.eulerAngles.z;
 
         // Damp the rotation around the y-axis
         currentRotationAngleX = Mathf.LerpAngle(currentRotationAngleX, wantedRotationAngleX, rotationDamping * Time.deltaTime*10);
         currentRotationAngleY = Mathf.LerpAngle(currentRotationAngleY, wantedRotationAngleY, rotationDamping * Time.deltaTime*10);
         currentRotationAngleZ = Mathf.LerpAngle(currentRotationAngleZ, wantedRotationAngleZ, rotationDamping * Time.deltaTime*10);
       
         //Camera rotation and position
         // Convert the angle into a rotation
         Quaternion currentRotation = Quaternion.Euler (currentRotationAngleX, currentRotationAngleY, currentRotationAngleZ);
         //Quaternion currentRotation = Quaternion.Lerp(transform.rotation, target.rotation, Time.deltaTime * 2.0f);
         transform.position = target.position;
         transform.position -= currentRotation * Vector3.forward;
         transform.rotation = currentRotation;

Thanks in advance

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Answer by tanoshimi · Dec 17, 2014 at 07:58 PM

I suspect it's because you're trying to convert Quaternions to/from Euler angles. Can you not achieve what you're trying to as follows?:

 transform.rotation = Quaternion.Slerp(transform.rotation, target.rotation, rotationDamping * Time.deltaTime*10);
 transform.position = target.position;
 transform.position -= transform.forward;
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avatar image 2dkot · Dec 17, 2014 at 08:26 PM 0
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That is simple and right solvation. Thanks. But anyway, I want to understand why Z and Y are changed?

avatar image tanoshimi · Dec 17, 2014 at 08:31 PM 0
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http://en.m.wikipedia.org/wiki/Gimbal_lock

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