Hi all!
I do not understand the quaternions well, so maybe this is my mistake. In the course of experiments, I found that when animate “rotation” model (3D) scales down and back, proportional to the rotation angle.
Those at an angle of 30 degrees it’s almost imperceptible, and at 170 - it’s crazy.
Here’s code:
function Rotate(self)
local rot=vmath.quat_rotation_y(math.rad(self.step))*go.get_rotation();
go.animate(".", "rotation", go.PLAYBACK_ONCE_FORWARD, rot, go.EASING_LINEAR, self.rottime,0,Rotate);
end
I create 3 cubes with different “step” property (170, 90, 30) and get result as at screenshot.
And btw - how can I rotate object not around his axis but around world axis?