Hi there,
I need to save a rotation relative to a specific transform in one place, and then convert that rotation relative to world space in another place. I’m not sure how to do that with quaternions.
If it was a position I would do this:
rightHandPostion = transform.InverseTransformPoint(rightHandJoint.position);
and then this:
transform.TransformPoint(rightHandPostion)
How would I handle this with a rotation?