Rotation Of Objects World Editor
by J L · in Torque Game Engine · 06/12/2006 (7:15 pm) · 6 replies
Is there a referance manual for the rotaion of objects ? I have tried several different settings and each one keeps getting it more fouled up then it was.
About the author
#2
06/12/2006 (7:24 pm)
I actually did search and found nothing helpful
#3
06/12/2006 (7:35 pm)
In any case, you can hold alt and drag on the axis of an object to rotate it. This is generally easier unless you need a specific precise rotation.
#4
to do it with numbers is a bit trickier.
* when you get the object all fouled up, set the rotation to "0 0 1 0".
* the first three numbers above are the *normalized* axis vector of the rotation.
eg, in the above, the axis vector is "positive Z".
* the fourth number is the degrees around the axis.
eg, in the above, the degrees is zero.
it gets a little confusing because some places use degrees and some use radians.
it's also confusing because the axis must be normalized.
that is, if you wanted to rotate around the vector "1 1 1", you couldn't actually use "1 1 1"
because it's not normalized. the normalized version of "1 1 1" is "0.58 0.58 0.58", because .58 is approximately 1/sqrt(1^2 + 1^2 + 1^2).
another point of confusion is that torque's rotation "quaternions" are *not* what a lot of math and physics sources call quaternions, altho they are both equivelant. but if you read some words about "quaternions", be careful before assuming that what you read there is applicable in torque.
basically,
i try to avoid setting the orientation of an object by hand unless it's really simple, like a rotation around one axis. for more complicated angles, use something interactive like the world editor's alt-click thing.
06/12/2006 (7:37 pm)
To interactively rotate an object, hold down alt and click-n-drag on the axes of the object.to do it with numbers is a bit trickier.
* when you get the object all fouled up, set the rotation to "0 0 1 0".
* the first three numbers above are the *normalized* axis vector of the rotation.
eg, in the above, the axis vector is "positive Z".
* the fourth number is the degrees around the axis.
eg, in the above, the degrees is zero.
it gets a little confusing because some places use degrees and some use radians.
it's also confusing because the axis must be normalized.
that is, if you wanted to rotate around the vector "1 1 1", you couldn't actually use "1 1 1"
because it's not normalized. the normalized version of "1 1 1" is "0.58 0.58 0.58", because .58 is approximately 1/sqrt(1^2 + 1^2 + 1^2).
another point of confusion is that torque's rotation "quaternions" are *not* what a lot of math and physics sources call quaternions, altho they are both equivelant. but if you read some words about "quaternions", be careful before assuming that what you read there is applicable in torque.
basically,
i try to avoid setting the orientation of an object by hand unless it's really simple, like a rotation around one axis. for more complicated angles, use something interactive like the world editor's alt-click thing.
#5
06/12/2006 (7:45 pm)
Thanks guys, thats what I was asking by hand but didnt see anything in the manual for it. Nor in any place else
#6
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9795
06/12/2006 (8:48 pm)
If you want to press one key and that means force rotate on x axis... (yaxis/etc) then use this resource...www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9795
Torque Owner Cinder Games