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Order of multiplication of quaternions for rotation reversed
Per AndrewMeadows comments and up = yAxis not necessarily always being true in the future, the ROT_Y_180 has been moved to be the second quaternion in the multiplcation to determine rotation
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@ -15,7 +15,7 @@ var COLLISION_HULL_URL = Script.resolvePath('resources/Parent-Tool-CollisionHull
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// the fbx model needs to be rotated from where it would naturally face when it first initializes
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var ROT_Y_180 = {x: 0, y: 1, z: 0, w: 0};
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var START_ROTATION = Quat.normalize(Quat.multiply(ROT_Y_180, Camera.getOrientation()));
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var START_ROTATION = Quat.normalize(Quat.multiply(Camera.getOrientation(), ROT_Y_180));
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var START_POSITION = Vec3.sum(Vec3.sum(MyAvatar.position, { x: 0, y: 0.5, z: 0 }), Vec3.multiply(0.7, Quat.getForward(Camera.getOrientation())));
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