Post by Power Supersport on Sept 5, 2017 13:14:10 GMT
Quaternion is the data class used for storing rotations. You can use iQuaternionFromEulerAngles () to set euler angles in a quaternion. Euler angles are simply rotations on x, y and z axes. Here's an example script
Sooo... Forgive me its been forever since ive toyed with all this what was a good working example of an upwards rotation if you dont mind....i was just a bit lost in working trying to combine those 2 command youve given to me
Ok so after a whole minute i began to look into this a bit more but im still unsure of what to set the reference to ?? Is it along the X,y,z axis system or is it a point near the thing rotating relevant to something else??? This still confuses me would you mind lending me a hand here( sorry not trying to sound to bothersome)
Also does IN_XX go after the first float nefore it says ifloattendto or is that something else....
alright this does rotations n all but ow do I change the axis that it rotates do I sim0ly turn all the "x" s into "y"s or "z"s or am I missing something here the goal would be to get a "frontflip" out of it at best sorry if im being rather picky how do modify that code to rotate on a different axis than the one it does by default??
Sweet so now using the code provided in those projects ive rigged up a 3rd person user-controllable camera that moves with WASD its not as fluent when goin from rotating left to right but i figure itll work for now ... If anyone wants to mess with the code n try to make it not snap when going left then right or up then down (youll know what i mean if you saw it) but EURIEKA IT WORKS ITS ALIVE AHAAHAHHA nah Jk frankenstien moment there XD Thanks yall for the help i really appreciate it and good luck to ya in your current game projects
So yeah if you wouldnt mind takin a look at it i put a textprint explaining the issue in the project so it shouldnt be too much i y Toyed with the vslues a bit and it still was really "snappy" wasnt sure if there is any fix for it