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Thanks for the tip! I think some of the demos lose effect if they can't rotate freely along all axes. However, it makes sense for others such as the one you linked. I'll give it some thought.
The camera in the various demos (for instance, http://www.goblinphysics.com/examples/constraint-revolute.html) rotates in weird ways because the default "default Euler order" is set to "XYZ" in Three.js. By adding:
at the start of
exampleUtils.js
, it should fix the issue and your camera will stay parallel to the ground.The text was updated successfully, but these errors were encountered: