Timeline for Unity - change only z axis rotation to 0
Current License: CC BY-SA 4.0
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| when toggle format | what | by | license | comment | |
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| Sep 11, 2019 at 17:13 | vote | accept | Green_qaue | ||
| Sep 11, 2019 at 3:18 | comment | added | Jon | excellent point, a much more elegant answer, IMO. There certainly is a good amount of overhead in converting Euler angles to quaternions. My answer was an attempt to provide a solution to mirror the question as best as possible for someone who may not be entirely familiar with quaternion algebra. I vote for this though, for elgance reasons. - Oh, and for the record, the solution I provided would not experience gimbal-lock related issues, as a quaternion can be described using euler angles and vice-versa. The trouble would come when accumulating euler angles, instead of direct conversion. | |
| Sep 11, 2019 at 3:03 | history | answered | DMGregory♦ | CC BY-SA 4.0 |