I'm trying to do some rotations around a certain axis in Godot 3D and I ran into a problem.
I have the following variables: t is the local frame of the character and rot is rotation of PI * 3 / 8.0 about t.basis.x, so far so good...
var t = self.get_transform() var rot = Quat(t.basis.x, PI * 3 / 8.0)
The problem is that when I print t.basis.x and Basis(rot).x I get different vectors: t.basis.x = (0.578292, 0.775742, -0.252599) Basis(rot).x = (0.589126, 0.04356, -0.806866)
But if I'm rotating about t.basis.x, then shouldn't the x-basis of the rotation quaternion be identical to t.basis.x? Perhaps I'm missing something super simple here.