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

Collin Cusce rafajafar at gmail.com
Sun Jul 1 22:25:04 EDT 2007


Use the functions "yaw", "pitch" and "roll" instead. RotationX,Y,Z is
relative to the world. Those other functions, however, are relative to the
model itself.

Does that sound right to yall?

On 7/1/07, De'Angelo Richardson <dialeoson at yahoo.com> wrote:
>
> 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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> > Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
> >
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