pichou Posted September 14, 2018 Share Posted September 14, 2018 Hello everybody! Hope everyone is going well in the Babylon community ! My issue is simple : I use the mesh.rotate() function in order to rotate a mesh in the BABYLON.Space.WORLD. The function works great and my mesh rotate exactly how I want. The mesh.rotate() function use quaternion and so the rotation attribute is set to Vector0. But when the rotation is hover I would like to have the euler rotation back! To do so I use the mesh.rotationQuaternion.toEulerAngles() function But if I set the mesh.rotation = mesh.rotationQuaternion.toEulerAngles(); Then the mesh is rotating again on my screen like if the euler angles I get from the quaternion wasn't right. There is a lot of topics in this forum concerning this toEulerAngles function but after hours of reading and testing (even changing ZYX, YXZ orders), nothing is working! Is there an other way to get the euler rotation vector back from the quaternion? Or maybe a simplier way to rotate mesh around a world axis? Thanks for your help! Quote Link to comment Share on other sites More sharing options...
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