[Papervision3D] [PAPERVISION 3D] - relative rotation- world/ local-rotation

De'Angelo Richardson dialeoson at yahoo.com
Sun Jul 1 21:36:28 EDT 2007


A possible solution would be having a pivot point for each object. like in an ealier post I made.

I added:
public var pivot:DisplayObject3D; to the DisplayObject3D.as in the object folder.

Then I tried it out on a cube like this:

var cube:Cube = new Cube( new ColorMaterial(0xFF0000), 100, 100, 100 );
cube.pivot = new DisplayObject3D(); //it's done this way just in case if you dont want to access the pivot. 
cube.pivot.addChild(cube, "cubeObject");
scene.addChild(cube.pivot, "cube");

cube.x = -100; 
cube.pivot.rotationY = 45;
cube.rotationX = 45;

and there it is.

 
-De'Angelo



----- Original Message ----
From: Ben Chang <ben.rb.chang at gmail.com>
To: Papervision3D at osflash.org
Sent: Sunday, July 1, 2007 6:16:44 PM
Subject: Re: [Papervision3D] [PAPERVISION 3D] - relative rotation- world/ local-rotation

http://en.wikipedia.org/wiki/Quaternion



2007/6/30, xehod at earthlink.net < xehod at earthlink.net>:
Hello,

I am running into this problem now as well and was curious if anyone has found a work-around on this? 

Problem is this:
I import an .ase jet plane.
Before I do anything, if I rotate the rotationZ axis, the wings will rise and dip left and right (still relative to the model).
Now, I rotate it on its rotationY axis 45 degrees. (jet is now pointing right). 
At this point now, if i rotate the rotationZ axis, the jets nose will rise and lower, not the wings (relative to the world). This is a problem. 
Anyone have any sort of work around on this?

Thanks much!
chris 


-----------------

On 6/5/07, o renken 

ive got one question out of scratch. its a thing i wondering about a time. 

did you realized that the primitives we create / colladas we import
has always an absolute (world) rotation-axe ?
e.g. : if we rotate it around is y-axe then around the z-axe we dont
have an relative rotation around the objects OWN z-axe after rotating 
y-axe.

you know what i mean? i wonder if its possible that a created
3D-object in PV3D could hold/keep its OWN (relative) axes, so the
z-axe is always the primitives z-axe.

how could this be fixed? also i dont know the right terms, so correct me 

olee


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