0 votes

I'm trying to create a camera interpolation script that can smooth between multiple camera angles (camera angles are Node3Ds I placed in the scene)

I'm noticing that the rotations for objects NOT IN THE SAME PARENT get seemingly random results.

    temp = Transform;
    temp.basis = new Basis(startPos.Transform.basis.GetRotationQuaternion().Normalized().Slerp(endNode.Basis.GetRotationQuaternion().Normalized(), t));
    Transform = temp;

How can I globally lerp a rotation?

Godot version v4.0.beta5.mono
in Engine by (67 points)

1 Answer

0 votes
by (2,017 points)
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