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Today has been the steepest learning curve yet; a topic I have known I have needed to understand for a long time- Rotations. This would ideally be a private void string ReinforcementOfLearning(). I’m just articulating as succinct as possible for my own reinforcement. Quartertions are a way that Rotations are natively visualised in the transform of a gameobject. They are complex equations that prevent gimbal lock and other phenomenon when a 360 rotation begins to affect the other two rotation axis in unpredictable ways. Quarternions have methods attached to make life easier like Quarternion.lookat, and Quarternion.AngleAxis Slerp is another method that interpolates between to quarternions by a float factor. Lerp, I still need to understand. Quarternions are made up of Euler angles, which are three floats that are turned into vector angles. Finally we have Vector3’s which can represent a normalised direction. Normalised means between 0 and 1. An example is Vector.up, which could be represented as new Vector3(0,1,0) or accessed by Vector3.y. A normalised direction vector can be calculatd by minusing one object transform.position (Vector3) by another. A vector3 can be interpreted as Euler by (Vector3).EulerAngles. A Euler can be interpreted as a Quarternion by Quarternion.Euler(Euler).

By Luke

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