Greetings,
I read some topics about those, in the Unity forum, and I read the documentation about the Transform component, and I just realised something (maybe) :
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In the Inspector, the rotation value are euler angles (because there are three value, not four) ? But when we retrieve it, with transform.rotation, we get a quaternion instead ?
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So when we want to give a transform.rotation specific euler angle, we need to convert them first ? (Quaternion.Euler) ?
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And from quaternion to euler angle ? Quaternion.eulerAngle ?
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Gimbal lock, this was mentionned in a previous topic. I went on wikipedia to read more about it and I found these images :
But isn’t it impossible ? I mean, when you rotate something in Unity or anything else, the X, Y, or Z axis should not change like this : no way ! For example, you pick an object in Unity, you select Rotate, you will see the three circle, representing the three axes of rotations, but no matter what your rotations are, you will never get a “gimbal lock” (at least, you won’t see that in Unity)…?

