Question, why when updating the this.transform.rotation=rotationY*rotationX*rotationZ we multiply the current transform.rotation instead of adding it to the new one? Harder to grasp this lesson
thanks so much! Now I'm finally able to keep track of rotations around a specific axes! only problem is that my car (sleigh) gets a bit laggy (low fps). is that normal?
@@ChidresTechTutorials why order is matter here, because we multiply them together,, one my question is that why we not multiply in order in rotationX*rotationY*rotationZ please reply
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Question, why when updating the this.transform.rotation=rotationY*rotationX*rotationZ we multiply the current transform.rotation instead of adding it to the new one? Harder to grasp this lesson
Extemely useful, easy to watch, clear videos.
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Nice. Thanks.
You are welcome. Keep learning, keep coding & keep sharing !!!
why when i set x to 90 and rotate z it rotates around z axes and y rotates around z axis to im confused yours is the other way around
It's called gimbal lock.
awesome video
thanks so much!
Now I'm finally able to keep track of rotations around a specific axes!
only problem is that my car (sleigh) gets a bit laggy (low fps).
is that normal?
how awesome you are
Thank you.
Does the order of multiplying Quaternion matter? e.g. this.transform.rotation = rotationY * rotationX * rotationZ;
Yes
@@ChidresTechTutorials why order is matter here, because we multiply them together,,
one my question is that why we not multiply in order in rotationX*rotationY*rotationZ
please reply
@@mr_shaamiiIts about matrices translate, rotate and scale matrices.
Thank You So Much
very helpfull
Shaurya
: Thank you