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?
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)
thanks
go.animate
linearly interpolates between two values.
You cannot linearly interpolate two quaternions and still have a valid rotation.