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Question by heaversm · Jun 14, 2012 at 09:26 PM · rotationquaternionrelative

rotation of child object inside another simultaneously rotated object

Hi - I'm getting some weird things happening when I rotate a child object inside its parent. Currently, the elements rotate with these functions:

parent.transform.rotation = Quaternion.AngleAxis(parentRotationAmount, Vector3.up); //rotating around the Y axis child.transform.rotation = Quaternion.AngleAxis(childRotationAmount, Vector3.right); //rotating around the X axis

which works if neither of them are rotating simultaneously, but if, as is the case in my game, the child object needs to rotate at the same time as the parent, what I get is that the child doesn't maintain its proper orientation to its parent (should be rotating only on the x axis, not y). Anybody know how I can fix this?

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Answer by whydoidoit · Jun 14, 2012 at 09:34 PM

You need to use child.transform.localRotation and then it will move inside the parent's rotation. At the moment you are setting the global rotation and that is an absolute not a relative one.

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avatar image heaversm · Jun 14, 2012 at 09:57 PM 0
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why do you do it?

avatar image Mizuho · Jun 14, 2012 at 09:59 PM 0
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@heaversm: If that question were answered, he'd need to change his name to "whyidoit".

avatar image whydoidoit · Jun 14, 2012 at 09:59 PM 0
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A bloody good question!

avatar image heaversm · Jun 20, 2012 at 02:26 PM 0
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Well, it's definitely appreciated.

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