#look rotation
1 messages · Page 1 of 1 (latest)
ok, ty
yeah so it's moving according the world axis there right?
here's Z rotation applied before the X rotation
that's moving the mouse up and down?
yeah
thats perfect
that sounds like what you're looking for
so yeah, just slip a Quaternion.AngleAxis(zRot, Vector3.Forward) in the middle
q1*q2*q3 applies q1, then q2, then a3
so, should I change the other ones to world axis?
like I should have x and y rotations be on the standard world axis?
they should all be using world axes, yes
there is probably a way to do this correctly with local axes
but i'd have to think about it a bit
np! i've had to figure this out through trial and error a few times :p
yeah, I was going insane yesterday trying to make it woork
hey chemical, the approach you gave me works well for the y rotation, but using Vector3.forward as the z Rotation axis doesn't really work.