Rotation wierdness
- Dominant language
- C++
- Stars
- 3.3k
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- 353
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 1
Description
If you print out an objects rotation that is being rotated on update on the Z axis, you see that its Z rotation is also determined by the X and Y rotation, since they switch from 0 to pi or -pi if it turns 90/180/270 degrees. This is super annoying, for example is it way harder(if not impossible, haven't tried yet) to set an objects Z rotation to Time than setting it to its Y rotation. Would be supernice if you did something about that.
Contributor guide
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Research direction
Reproduce the reported behavior by rotating an object on the Z axis during update and printing its X, Y, and Z rotations. Trace the rotation handling in the engine and verify that the object's Z rotation is no longer affected by X and Y changes at 90, 180, or 270 degrees.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100