Playmaker Forum

PlayMaker Help & Tips => PlayMaker Help => Topic started by: zorranco on October 23, 2015, 12:32:45 PM

Title: Typical rotation problem, 180 to 360
Post by: zorranco on October 23, 2015, 12:32:45 PM
Hellow!

I have a rotation in 180 to -180 format, and I want to convert it into typical 360 format understandable for the 99.99% of population that don't know what a f** quaternion is :D

I know it is not that difficult but i I have spent too much on this and I want to move to another problem :)
Title: Re: Typical rotation problem, 180 to 360
Post by: dudebxl on October 23, 2015, 02:12:48 PM
I know how u feel so....

http://hutonggames.com/playmakerforum/index.php?topic=4457.0

Hope it helps  :o
Title: Re: Typical rotation problem, 180 to 360
Post by: zorranco on October 23, 2015, 05:10:16 PM
Thanks!

Yes, I saw this actions before...it is just I don't know what action/s I need UU'
Title: Re: Typical rotation problem, 180 to 360
Post by: Lane on October 23, 2015, 05:20:01 PM
Unity displays vector3 rotations kind of as it sees fit. I don't think there is a way to force it to always display positive numbers. like '90' instead of '-270'.

Quaternion actions probably arent what you want to do that.
Title: Re: Typical rotation problem, 180 to 360
Post by: zorranco on October 24, 2015, 05:55:16 AM
Well, I made it, but I don't know even how lol.

Just stored the euler angle in 180 to -180 format as quaternion (using Y axis) and then used the action "quaternion inverse".

Now the character faces direction of movement when the faint animation is triggered ^^

Thanks everyone.