Easiest way to rotate an object?
by Linuxgamer · in Torque Game Engine · 10/31/2006 (8:37 am) · 13 replies
What is the easiest way to rotate an object? I remember in that game Second Life you could easily rotate objects on the X,Y,Z and it would snap to degrees. Anything similar in Torque map editer?
#2
If you want to go by specific numbers in the rotation you can do it in the inspector window. The rotation field takes four values, xaxis yaxis zaxis degree of rotation.
example:
0 0 1 90
This will rotate the object exactly 90 degrees about the z axis.
There is no snapping, but you could add it yourself.
10/31/2006 (10:15 am)
Well, there's a couple ways to rotate things in the editor. You can rotate an object about a certain axis by holding alt, then click and hold on an object's axis and move the mouse.If you want to go by specific numbers in the rotation you can do it in the inspector window. The rotation field takes four values, xaxis yaxis zaxis degree of rotation.
example:
0 0 1 90
This will rotate the object exactly 90 degrees about the z axis.
There is no snapping, but you could add it yourself.
#3
--Amr
11/01/2006 (11:05 am)
Just to clarify further the system the editor uses for rotation is called quaternions, which is why it uses four elements instead of just 3 as you'd expect.--Amr
#4
11/10/2006 (8:29 am)
They probably wont change the map editor, but I found that the Second Life game editor approach to editing to be more efficient. You could also apply textures to objects. Just my suggestion.
#5
The objects in second life are not true modelers they are just more of an arranger of primitives that you kind of link together for form a shape.
11/10/2006 (9:07 am)
The in game editors are not modeling applications. In second life, they basically are. The Torque in-engine editors are for building your world with assets created using outside programs such as light wave, or milk shape ETC..The objects in second life are not true modelers they are just more of an arranger of primitives that you kind of link together for form a shape.
#6
11/10/2006 (9:18 am)
I cannot afford either of those programs. I am checking into some open source free ones though. Even if I cannot model in the map editor. Object placement would still be easier in a Second Life type interface, IMO.
#7
11/10/2006 (10:10 am)
Milkshape is $25.
#8
11/10/2006 (10:43 am)
Blender is free.
#9
http://sourceforge.net/projects/primdotblender
11/11/2006 (7:40 am)
Has anyone tried this Blender tool? It works similar to the SL editor. I am new to modeling and want to know if I made objects using this tool, would I be able to use the objects that I created using primdotblender in the Torque map editor?http://sourceforge.net/projects/primdotblender
#10
This seems like an easy to use modeling tool.
http://sketchup.google.com/tutorials.html
Windows and Mac only. I have not checked to see if it works using Wine on Linux.
11/11/2006 (8:22 am)
SketchUpThis seems like an easy to use modeling tool.
http://sketchup.google.com/tutorials.html
Windows and Mac only. I have not checked to see if it works using Wine on Linux.
#11
11/11/2006 (10:22 am)
Yes, you can export models from blender to torque. dunno about sketchup.
#12
Don't know about this Prim.Blender thing.
11/12/2006 (8:55 am)
I've used Blender before, and love it. It's a very powerful application, but takes a little getting used to. The thing is, it's more geared towards creating still images and animations, not content for games. It still works fine for those, though.Don't know about this Prim.Blender thing.
#13
11/12/2006 (9:48 am)
Sketch up, no, not without dragging it threw other applications that do have an exporter.
Employee Michael Perry
ZombieShortbus