Hi everyone, I try to rotate a bone to [0, 1, 0] direction (pointing to the sky) so that I can apply the join orientation from Kinect, which rotates the join from [0, 1, 0] direction. However, when I use
upperArmBone.setRotationQuaternion(new BABYLON.Quaternion(0, 1, 0, 0), BABYLON.Space.WORLD),
although the bone is pointing to the sky, it keeps rotating 180 degrees around vector [0, 1, 0]. Can anyone please give some advice?
The playground associated to this issue is as follow: