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?
About the author
#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
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
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
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!
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
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...
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
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!!!
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
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
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?
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?
Solo Hans
Good luck!