[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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