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modifying joint rotation

  • I'm not familiar with joints, but i think this one will help you.

    Well, atleast give you ideas.

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  • Hi Dale,

    Working in Euler angles can get messy and inconsistent, so you might have better luck working with quaternions. I'm not totally sure what you want to achieve, but doing something like this will rotate the second joint halfway between the first one and the identity quaternion (which has Euler angles 0,0,0):

    // @input SceneObject joint1
    // @input SceneObject joint2

    var tr1 = script.joint1.getTransform();
    var tr2 = script.joint2.getTransform();

        var rot = tr1.getLocalRotation();    
        var newRot = quat.slerp(rot, quat.quatIdentity(), 0.5);    


    Let me know if this works for you!


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  • Jacob,

    that totally works and is basically where I ended up. Thank you.




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  • Hi Dale, 

    Happy to see the Snap community was able to help you out. Please let us know if you need any additional assistance!



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