ChrisR Posted September 19, 2015 Share Posted September 19, 2015 Hey, Sorry for becoming the guy that always asks questions. I promise i look into everything quite hard before i ask here. I am after all trying to learn the wonderful world of 3D Space. So, this time, i am trying to get the world rotation of a Mesh. This mesh is the child of several other meshes. I am trying to multiply all the quaterions of its parent together to calculate its quaterion. Take a look: http://www.babylonjs-playground.com/#1JUUIH I want the final blue cube to have the same rotation as the original green cube. Now, if i take away the initial rotation of the cube by commenting out the line:cube.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(5, 0, 0);It works. But i am dealing with meshes that have their initial rotationQuaterion set. So after i rotate them then try to get its "world rotation" its not coming back properly. Is there some undertanding to this that i am missing? Thanks as always Quote Link to comment Share on other sites More sharing options...
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