I have code:

```
go.animate(".", "rotation", go.PLAYBACK_LOOP_FORWARD, vmath.quat_rotation_z(math.rad(90)), go.EASING_LINEAR, self.speed)
```

and how it work

How do i get rid of scaling?

I have code:

```
go.animate(".", "rotation", go.PLAYBACK_LOOP_FORWARD, vmath.quat_rotation_z(math.rad(90)), go.EASING_LINEAR, self.speed)
```

and how it work

How do i get rid of scaling?

0 Likes

I would say instead of rotating based on a quaternion, use Euler Angles

```
go.animate(".", "euler.z", go.PLAYBACK_LOOP_FORWARD, 360, go.EASING_LINEAR, self.speed)
```

2 Likes

`go.animate`

linearly interpolates between two values.

You cannot linearly interpolate two quaternions and still have a valid rotation.

3 Likes