I have a child object which is constantly rotating in the Z axis. I don’t want that object to be affected by the Z-axis rotation of the parent BUT I do want it to be affected by the X and Y axis of the parent.
Changing the rotation to absolute ignores all the axes. Is there a way to ignore only a certain axis?
EDIT: I end up using the workaroung proposed by EvilCleric:
“One trick is to parent the child to a springarm with lenght 0, and uncheck inherit yaw.”
My parent is a player character which rotate based on the player input, and my child is a simple mesh rotating all the time (like a spinning top). The problem is, when the character rotate in the opposite direction of the child, both rotations are executed at the same time and the child stop rotating for a second.
Thanks for the suggestion. My child object is constantly rotating in the Z axis so it doesn’t work. What do you mean with " sort out the component hierarch"?