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Z and X axis rotation buttons in the object properties window (Wishlist)
Z and X axis rotation buttons in the object properties window // Wishlist
Dec 1, 2001, 1:35am
Z and X axis rotation buttons in the object properties window.
Dec 1, 2001, 1:40am
There already is XZ rotation.. if you mean XY and ZY rotation yes that's in
the works for non-registry worlds. Supposedly. :)
--Bowen--
Dec 1, 2001, 1:52am
what ever loll. we need a way to rotate the object forward and backward.
just like we can left and right :-)
[View Quote]"bowen" <bowen at omegauniverse.com> wrote in message
news:3c085116$1 at server1.Activeworlds.com...
> There already is XZ rotation.. if you mean XY and ZY rotation yes that's
in
> the works for non-registry worlds. Supposedly. :)
>
> --Bowen--
>
>
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Dec 1, 2001, 1:53am
Yeah I know what you mean :) it'd make for some cool building designs
without having to use rotate commands.
--Bowen--
Dec 1, 2001, 11:25am
Well, forward and backward doesn't mean much in 3D :) But you were right to
call them Z axis and X axis rotations, Bowen probably misread "XZ" rotations
which would mean the horizontal plane.
The 3 rotations are also often called yaw (what we have, Y axis), pitch and
roll (the other 2, I think pitch would be x axis and roll z axis, but that
depends very much on how the object was made)
But I'm not sure Roland will use this representation (called Euler angles
representation) to rotate the objects. Although it's the most obvious for
humans, the Euler angles representation is the least obvious from a
programming point of view, and is subject to Gimble's lock...
So, either he just let it that way with Gimble's lock annoying you when you
try to rotate your objects in the correct position, or he used something
else (or he could have used computations that defeat Gimble's lock but
that's quite hard I think).
Fox Mc Cloud
"data21" <dbmiller at kiski.net> a écrit dans le message news:
3c085404 at server1.Activeworlds.com...
> what ever loll. we need a way to rotate the object forward and backward.
> just like we can left and right :-)
>
[View Quote]> "bowen" <bowen at omegauniverse.com> wrote in message
> news:3c085116$1 at server1.Activeworlds.com...
> in
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Dec 1, 2001, 2:47pm
LoL I tried to keep it simple.. XZ means sided ways rotation. XY means up
and down to the left and right.. ZY is up and down from front and back.. :)
Didn't want to confuse him too much.
--Bown--
Dec 1, 2001, 3:04pm
Y axis rotation = rotation around the Y axis (implemented)
X axis rotation = rotation around the X axis (coming in 3.3)
Z axis rotation = rotation around the Z axis (coming in 3.3)
That's how I understand what Data21 said, and he expressed
it correct.
What you describe is not the rotation AROUND an axis but
the rotation OF an axis, a strange way to put it, and not
only confusing for Data21.
[View Quote]bowen wrote:
>
> LoL I tried to keep it simple.. XZ means sided ways rotation. XY means up
> and down to the left and right.. ZY is up and down from front and back.. :)
> Didn't want to confuse him too much.
>
> --Bown--
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Dec 1, 2001, 5:28pm
untill then we can make do with within the action rotate command
and specify a matched rotation speed and duration to get the same effect
the formula for th matched pair is on the AW help page
or if you have FTP rights, make custom versions of the object
by using combinations of rotate and translate in rwx,
especially easy if you make the whole of the original object a protoype
and do something like ......
modelbegin
protobegin obj
# code for original obj in here
protoend
clumpbegin
translate 0 half_obj_ht 0
rotate 1 0 0 90
protoinstance obj
clumpend
modelend
then you can easily adjust rotates to suit
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[View Quote]"ananas" <vha at oct31.de> wrote in message news:3C090C2C.4B31ACEC at oct31.de...
Y axis rotation = rotation around the Y axis (implemented)
X axis rotation = rotation around the X axis (coming in 3.3)
Z axis rotation = rotation around the Z axis (coming in 3.3)
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That's how I understand what Data21 said, and he expressed
it correct.
What you describe is not the rotation AROUND an axis but
the rotation OF an axis, a strange way to put it, and not
only confusing for Data21.
[View Quote]bowen wrote:
>
> LoL I tried to keep it simple.. XZ means sided ways rotation. XY means up
> and down to the left and right.. ZY is up and down from front and back..
:)
> Didn't want to confuse him too much.
>
> --Bown--
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"_
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Dec 1, 2001, 6:31pm
These is close to the changes that fetch.php makes ;)
[View Quote]metawraith wrote:
> [...]
>
> or if you have FTP rights, make custom versions of the object
> by using combinations of rotate and translate in rwx,
> especially easy if you make the whole of the original object a protoype
> and do something like ......
>
> modelbegin
> protobegin obj
> # code for original obj in here
> protoend
> clumpbegin
> translate 0 half_obj_ht 0
> rotate 1 0 0 90
> protoinstance obj
> clumpend
> modelend
>
> then you can easily adjust rotates to suit
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\ /
__/ /_
Dec 1, 2001, 9:41pm
LoL I'm talking about a rotation in the angle from one to the other. It's a
perfectly logical way of saying it :)
--Bowen--
Dec 3, 2001, 1:05am
you guys are all confusing me, but the thing is, you CAN do this now; put in
create rotate 0 0 0 (experiment with these numbers to make sure its going
the right way) time=.5 (you can mess with that too) and you can rotate stuff
any way you want to.
[View Quote]"bowen" <bowen at omegauniverse.com> wrote in message
news:3c096a94 at server1.Activeworlds.com...
> LoL I'm talking about a rotation in the angle from one to the other. It's
a
> perfectly logical way of saying it :)
>
> --Bowen--
>
>
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Dec 3, 2001, 3:55pm
yes, and in 3.2 you'll be able to do it without the rotate command...
KAH
[View Quote]"syko" <sykofreak169 at msn.com> wrote in message
news:3c0aebee at server1.Activeworlds.com...
> you guys are all confusing me, but the thing is, you CAN do this now; put
in
> create rotate 0 0 0 (experiment with these numbers to make sure its going
> the right way) time=.5 (you can mess with that too) and you can rotate
stuff
> any way you want to.
>
>
> "bowen" <bowen at omegauniverse.com> wrote in message
> news:3c096a94 at server1.Activeworlds.com...
It's
> a
>
>
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Dec 3, 2001, 6:21pm
i believe that's what i said when i talked about a matched pair of rotation
speed and duration
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[View Quote]"syko" <sykofreak169 at msn.com> wrote in message
news:3c0aebee at server1.Activeworlds.com...
you guys are all confusing me, but the thing is, you CAN do this now; put in
create rotate 0 0 0 (experiment with these numbers to make sure its going
the right way) time=.5 (you can mess with that too) and you can rotate stuff
any way you want to.
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[View Quote]"bowen" <bowen at omegauniverse.com> wrote in message
news:3c096a94 at server1.Activeworlds.com...
> LoL I'm talking about a rotation in the angle from one to the other. It's
a
> perfectly logical way of saying it :)
>
> --Bowen--
>
>
|
Dec 3, 2001, 8:06pm
this IS 3.2, are you speaking of 3.3?
[View Quote]"kah" <kah at kahbot.com> wrote in message
news:3c0bbc83 at server1.Activeworlds.com...
> yes, and in 3.2 you'll be able to do it without the rotate command...
>
> KAH
>
> "syko" <sykofreak169 at msn.com> wrote in message
> news:3c0aebee at server1.Activeworlds.com...
put
> in
going
> stuff
> It's
>
>
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Dec 4, 2001, 4:16am
Problem is the create rotates can create some pretty high lag at times.
Haveing the object rotateable on all three axis without the extra command
would be nice.
[View Quote]"metawraith" <metawraith at ntlworld.com> wrote in message
news:3c0bdebe at server1.Activeworlds.com...
> i believe that's what i said when i talked about a matched pair of
rotation
> speed and duration
>
> ---
>
> "syko" <sykofreak169 at msn.com> wrote in message
> news:3c0aebee at server1.Activeworlds.com...
> you guys are all confusing me, but the thing is, you CAN do this now; put
in
> create rotate 0 0 0 (experiment with these numbers to make sure its going
> the right way) time=.5 (you can mess with that too) and you can rotate
stuff
> any way you want to.
>
>
> "bowen" <bowen at omegauniverse.com> wrote in message
> news:3c096a94 at server1.Activeworlds.com...
It's
> a
>
>
>
>
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Dec 4, 2001, 4:54pm
whoops, typo, yeah I meant 3.3
KAH
[View Quote]"syko" <sykofreak169 at msn.com> wrote in message
news:3c0bf753$1 at server1.Activeworlds.com...
> this IS 3.2, are you speaking of 3.3?
>
> "kah" <kah at kahbot.com> wrote in message
> news:3c0bbc83 at server1.Activeworlds.com...
> put
> going
>
>
|
Dec 6, 2001, 3:10pm
yea it would, im trying to make a clock and i dont have x and z rotate
ability in the object properties box, so im editing the object uploading,
looking at it in my world.
Then back to editing it then uploading it again and so on till its set
right, its vary time consumming and frustrating.
If we had z and x rotation in the properties box I could just rotate and be
done setting it.
I been messing with this clock object for about 3 days now LOL
I made it in under 5 min, all the rest of that time in the 3 days and still
gojng one more days is setting the thing.
[View Quote]"dotar sojat" <dotar_sojat at barsoom.zzn.com> wrote in message
news:3c0c6a3a at server1.Activeworlds.com...
> Problem is the create rotates can create some pretty high lag at times.
> Haveing the object rotateable on all three axis without the extra command
> would be nice.
>
> "metawraith" <metawraith at ntlworld.com> wrote in message
> news:3c0bdebe at server1.Activeworlds.com...
> rotation
put
> in
going
> stuff
> It's
>
>
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Dec 6, 2001, 7:37pm
why waste time repeatedly uploading ?
why not use one of the RWX viewers available ?
heck even use mine, (posted in Andras's utilities NG)
--
[View Quote]"data21" <dbmiller at kiski.net> wrote in message
news:3c0fa699 at server1.Activeworlds.com...
yea it would, im trying to make a clock and i dont have x and z rotate
ability in the object properties box, so im editing the object uploading,
looking at it in my world.
Then back to editing it then uploading it again and so on till its set
right, its vary time consumming and frustrating.
If we had z and x rotation in the properties box I could just rotate and be
done setting it.
I been messing with this clock object for about 3 days now LOL
I made it in under 5 min, all the rest of that time in the 3 days and still
gojng one more days is setting the thing.
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[View Quote]"dotar sojat" <dotar_sojat at barsoom.zzn.com> wrote in message
news:3c0c6a3a at server1.Activeworlds.com...
> Problem is the create rotates can create some pretty high lag at times.
> Haveing the object rotateable on all three axis without the extra command
> would be nice.
>
> "metawraith" <metawraith at ntlworld.com> wrote in message
> news:3c0bdebe at server1.Activeworlds.com...
> rotation
put
> in
going
> stuff
> It's
>
>
|
Dec 7, 2001, 10:47pm
because I cant add object action commands in a viewer
once in the world it needs rotate action commands to run right.
without them its stationary.
The rotate action command actuly rotates it to the time before it starts the
normal rotation.
I did finaly get it set right :-)
after you add the rotate commands it moves it to the VRT time then starts
the speed of the rotation.
Its how the clocks at the AWgate where made.
its one of them trial and error creations till you get it right.
[View Quote]"metawraith" <metawraith at ntlworld.com> wrote in message
news:3c0fe510 at server1.Activeworlds.com...
> why waste time repeatedly uploading ?
> why not use one of the RWX viewers available ?
>
> heck even use mine, (posted in Andras's utilities NG)
>
> --
>
> "data21" <dbmiller at kiski.net> wrote in message
> news:3c0fa699 at server1.Activeworlds.com...
> yea it would, im trying to make a clock and i dont have x and z rotate
> ability in the object properties box, so im editing the object uploading,
> looking at it in my world.
> Then back to editing it then uploading it again and so on till its set
> right, its vary time consumming and frustrating.
> If we had z and x rotation in the properties box I could just rotate and
be
> done setting it.
> I been messing with this clock object for about 3 days now LOL
> I made it in under 5 min, all the rest of that time in the 3 days and
still
> gojng one more days is setting the thing.
>
>
> "dotar sojat" <dotar_sojat at barsoom.zzn.com> wrote in message
> news:3c0c6a3a at server1.Activeworlds.com...
command
> put
> going
>
>
>
>
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Dec 8, 2001, 1:24am
well at least now you understand what i suggested in the first place
---
[View Quote]"data21" <dbmiller at kiski.net> wrote in message
news:3c116338 at server1.Activeworlds.com...
because I cant add object action commands in a viewer
once in the world it needs rotate action commands to run right.
without them its stationary.
The rotate action command actuly rotates it to the time before it starts the
normal rotation.
I did finaly get it set right :-)
after you add the rotate commands it moves it to the VRT time then starts
the speed of the rotation.
Its how the clocks at the AWgate where made.
its one of them trial and error creations till you get it right.
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[View Quote]"metawraith" <metawraith at ntlworld.com> wrote in message
news:3c0fe510 at server1.Activeworlds.com...
> why waste time repeatedly uploading ?
> why not use one of the RWX viewers available ?
>
> heck even use mine, (posted in Andras's utilities NG)
>
> --
>
> "data21" <dbmiller at kiski.net> wrote in message
> news:3c0fa699 at server1.Activeworlds.com...
> yea it would, im trying to make a clock and i dont have x and z rotate
> ability in the object properties box, so im editing the object uploading,
> looking at it in my world.
> Then back to editing it then uploading it again and so on till its set
> right, its vary time consumming and frustrating.
> If we had z and x rotation in the properties box I could just rotate and
be
> done setting it.
> I been messing with this clock object for about 3 days now LOL
> I made it in under 5 min, all the rest of that time in the 3 days and
still
> gojng one more days is setting the thing.
>
>
> "dotar sojat" <dotar_sojat at barsoom.zzn.com> wrote in message
> news:3c0c6a3a at server1.Activeworlds.com...
command
> put
> going
>
>
>
>
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