Why did Rick skip when he came to the part where the timeline rotations (360s)?

Why did Rick fast forward when he came to the part where the timeline rotations kept doing looping errors (360’s) ?

This is very frustrating to keep getting this loops rotation and having to go fix it manually on the Rotation.y.

Is there a better way of achieving this flight path without using the Master Timeline?

It would have been good if he went through fixing these errors with the students together instead of fast-forwarding through this critical part in the course/video.

Hi Jamie,

If you access the animation (via the Timeline), you could set the “Interpolation” to “Quaternion” to see if that helps. See here.

If that did not solve the problem, I’m afraid that you will have to manually adjust rotations. Unity internally works with Quaternions while it displays Euler angles for us. Since Euler angles are ambiguous, the conversion between Quaternions and Euler angles might lead to unexpected results. That’s an unsolveable mathematical problem. For example, 0° (Euler angle) is the same as -360°, 360!, 720°, and so on.

Did this clear it up for you?


See also:

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