Hi,
I need to rotate a mesh with animation. For that, I am rotating the rotation.y . It is not working as default. When I set the rotationQuaternion to undefined, then it is working properly. But when I set the rotationQuaternion to undefined. It’s natural rotation gets change. How to handle this. Any solution for this.
Does this “Warning” section helps you?
Yes @nogalo . This is the same I am facing. So, do you know to make null the quaternion in model while designing the model in maya or blender ?
I don’t think you can do that.
Are you importing mesh with animations, or you control the animation within the code?
I am controlling the animation within code
Can’t you just set that manually then?
When you load meshes for example, set their quaternionRotation to null.
mesh.rotationQuaternion = null
I think you will need to convert the quaternion to euler angles, then set the rotationQuaternion
to null and finally set the rotation property with the euler angles:
https://playground.babylonjs.com/#6FRPTD#2
In this PG, the plane is given some rotations around x/y/z at start through rotationQuaternion
. Then after 2s this property is set to null
, so the rotation is reset to the default orientation (0,0,0). Then after 2s the rotation
property is set with the euler angles corresponding to the first quaternion: you will see that the orientation of the plane is set back to what it was when the quaternion was in effect.
If I rotatequternion with animation, then what is the type of the property needs to given, for example, for float value change, we give BABYLON.Animation.ANIMATIONTYPE_FLOAT , for vectors, we give BABYLON.Animation.ANIMATIONTYPE_VECTOR3 . similar to that, what is the constant needs to given for this eular angles?
Euler angles are simply a vector3 of floats. See my PG, it’s the values you assign to the rotation property of the mesh.