Game Development Community

Rotating Objects

by Mark · in Marble Blast · 04/29/2005 (2:54 pm) · 13 replies

Can anybody help me understand how to rotate/tilt objects?

#1
05/01/2005 (12:42 am)
Use the Inspector (F3) and then rotate the using the scaler numbers
[x y z angle of tilt]
The default is
[1 0 0 0]
I believe for most object as seen in the inspector. The 1 in the x position mean that the tilt is along the x axis, where as if you put a 1 in the y(or second slot) that axis would be affected by the angle of tilt. Since the angle of tilt is zero in this case, there is no adjustment. Try experimenting with the four values, but only tilt one axis at a time or you will skew you object(distorting it).

Good luck!
#2
05/04/2005 (10:26 am)
Is there an easy way to rotate on two axis without distortion?
#3
06/05/2005 (4:49 pm)
I tried all four digits, but only the last one works! How do I get the other ones to work too?
#4
06/06/2005 (1:32 pm)
Are you using the "Apply" button after you change the numbers?
#5
06/06/2005 (2:22 pm)
If I remember correctly, if you press the ALT button and click&drag the mouse over an axis you should be able to rotate the item as you want. Otherwise the for digits number is a quaternion, you can do the math yourself and write there the correct values to obtain the rotation you want :))
Edit:
oops, sorry, I've just noticed that I'm in the marble blast forum, this is the way torque handles it, so it should work also for marble blast
#6
06/07/2005 (3:48 pm)
I am on an Apple. I am using the "Apply" button. None of these suggestions work. Anything else?
#7
06/07/2005 (6:58 pm)
How do I create custom levels.
#8
06/08/2005 (12:03 am)
Hunter,

welcome to our quirky editor! It takes a little getting used to, but then it works well, especially considering the price

As you know, the Rotation field consists of 4 digits, each separated by a space
X Y Z A

a number 1 in any one of the X Y or Z positions tells it about which axis to rotate.
Only put a 1 in ONE of them, and a ZERO in the other two
The last number "A" tells it the angle in degrees

Click Apply

Here's the part you may be missing: use the mouse and MOVE the object, in any direction, for the chage to take place. You can use UNDO (Control-Z) to move it back to where it was.

See also my post in
www.garagegames.com/mg/forums/result.thread.php?qt=30521

Enjoy! -RJ

P.S. If you figure out the math on how to rotate 2 axis at once, let us know!
#9
06/08/2005 (12:53 pm)
It is a scalar - the first three digits are the X, Y, and Z values (which can be 0.0-1.0) These are then multiplied by the fourth number (the scalar value) to get the final rotations.

So

1 1 0 90 = 90 90 0

1 0.5 0 90 = 90 45 0

1 0 0.75 20 = 20 0 15

etc...
#10
02/08/2006 (3:51 pm)
HOLY MOLY MARBLES! IC OULD NEVER FIGURE IT OUT!I can do it! I use ALT!
#11
02/08/2006 (11:32 pm)
Note: ALT doesn't work on Mac's OR at least it didn't.
#12
02/09/2006 (6:07 am)
I am led to believe that the first three numbers represent the vector of the axis of rotation.

What's confusing is that rotation in 3 dimensions should only take three parameters, but this has four - there is some redundancy; that is, there must be different settings of the four numbers that yield the same result.

Please give us the equations that are behind all this!!!
#13
02/09/2006 (12:35 pm)
Well, the 1st 3(three) numbers represent the axes being rotated while the 4th number represents the angle that rotates those axes. So, you see, only 3 dimensions are represented unless in your 'theory of space (and time)' angles factor in as a dimension.

Now, I just watched the movie 'What The Bleep Do We Know,' and now my whole concept of the time/space continuum has been altered and questioned, due to my viewing, so I'm not sure what is absolute (or definite) now.

Anyway, in the World of Marbles(MBG), I believe the above to be true?

Yes, I think there is redundancy in this method for instance

1 0 0 45 = 0.5 0 0 90 = 45 0 0 (according to the format that Alex uses above)

Incidently, I did a google search awhile back for a formula for using scaler values, but it didn't yield fruit. The pages google pulled up were way beyond thee scope of our simple Marble Blast game.

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How far down the 'rabbit hole' do you want to go?