I have been researching about this topic for the past 3 days, but I seem to not understand how to handle quaternions correctly.
I have a variable pose with a rotation property of the type "quaternion" that results in the euler angles (1, 2, 3). I want to modify this variable pose, so that it would result in the euler angles (-1, 2, 3).
My current attempt looks like this:
initialGameObject.rotation = pose.rot
-> results in a rotation of (1, 2, 3)
otherGameObject.rotation = Quaternion.Euler(pose.rot.eulerAngles.x * -1f, pose.rot.eulerAngles.y, pose.rot.eulerAngles.z)
-> I want that to result in a rotation of (-1, 2, 3), but it doesn't work
I would be so thankful if somebody could help me with that problem!
What did the trick for me was to store the edited rotation of the first gameobject in a Vector3 variable before assigning it to the second gameobject.
initialGameObject.rotation = pose.rot
var rot = new Vector3(pose.rot.eulerAngles.x * -1f, pose.rot.eulerAngles.y, pose.rot.eulerAngles.z);
otherGameObject.rotation = Quaternion.Euler(rot);
Hope that helps if others stumble across a similar problem.