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After I call mesh2.lookAt(mesh1.position) mesh2.rotation.y is the same value whether mesh1.position.z is positive or negative, but mesh2.rotation.x and z are either 0 or -PI -- so there actually is some information in the quaternion/matrix.

I tried to manually call update functions for every matrix and getWorldRotation.

What the heck is going on? How to get the absolute rotation?

Thanks in advance

  • I meant "in the Euler". The quaternion seems quite fine. The Euler does not. Manually calculating `new THREE.Euler().setFromQuaternion(mesh2.quaternion.normalize())` after lookAt has the same odd result. – user1951815 Nov 26 '15 at 01:11

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I don't get why yet, but setting the order of the euler (Y first) fixed it. I'm just rotating around one axis.