03-06-2020, 06:15 PM
(03-06-2020, 04:45 PM)josemendez Wrote: The struct contains a full orthonormal frame (tangent, bitangent and normal, the tangent vector points along the rope curve). You can easily get a quaternion from that. See:
https://docs.unity3d.com/ScriptReference...ation.html
Keep in mind that ropes do not model torsion, so twist along the tangent axis is largely undefined. You might want to use your character's forward vector instead of the frame's normal vector to get consistent orientation.
Thank you, will check it out!