Hello,
I have a node with a rigidbody and static model component. Then I have a child node with a rigidbody pointing downward quaternion (0,0,0,-1), static model component, and propulsion component.
Whenever I attempt GetRotation() on the node with the propulsion component. I’m told the quaternion of the node is (1,0,0,0). Which is odd. I tried getting the rotation of the rigidbody body specifc.
What I want to do for example if the propulsion node is facing downward, is to apply a impulse on the parent node rigidbody. I’m assuming the math would be parent quaternion multiplied by propulsion quaternion multipled by amount like factor 10.
or
Getting the world rotation of the propulsion node and multiplying it. Meaning the quaternion. Which did not work either. I’m told the initial as the wrong quaternion.
Am I incorrect? The more important part is why I am getting the wrong quaternion.
Vivienne