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rotationthree.jsangleeuler-anglesradians

Get proper absolute rotation after mesh.lookAt


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


Solution

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