Rotation problems... Why does rotating change position as well?

Hello, I have 2 problems in regards to the rotation of an object.

1 - Rotation defaults back to closest 360 degree. Example - Rotating an object between 0 and 180 and then pressing undo will result in the rotation defaulting to 0. However, rotation between 180 and 360 and pressing undo defaults back to 360. Like wise, if you are closer to 720 degrees, it will default to 720 degrees. If I started at 0 degrees, rotated to 720 degrees, and pressed undo, why doesn’t it go to 0 degrees and how can I fix it?

2 - Rotating a child object can cause the Position to also move if it is not at the parents center. It seems it is calculating how far it is from something in regard to its parent. If I create an empty at the origin and add a child and move the child a little bit. Then I rotate the parent, then rotate the child (in pivot mode), the child seems to be changing its position in the editor. Also, In one of my rigs, even when there is no rotation in the parent or its parents, for some reason when rotating the child, if it is not in the center of the parent, it changes its position by something like .0000001. Likewise, if I export a model with parents and childs from blender with fbx export, I can end up with a model that unity will add -90 or so rotation to, causing all the children to have this Position changing problem when ever I rotate them. This can be very annoying when trying to animate in unity as well as it keeps automatically adding Position curves when ever I am just working on Rotation.

I am very confused and would like to have a better understanding of what is going on.

If you know anything that might help, please let me know =)
Thank you!

1 Like

No reply to this? Hm… I’m having the same issue with your #1. Did you ever figure it out?

Not really, and I dont really remember much of what was in my head when making this thread since it was over a year ago, but it seems it was problematic with making animations.
#1 probably happens just due to quaternions being converted to euler angles can cause weirdness, which is understandable, but annoying and I am not sure if it was messing with animations.

Yeah, quaternions seem to have a lot of fun issues. I’m working on a scene/inspector extension right now and I’m having some issues with quanterions building up error as they’re rotated until they become invalid, heh.