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Rotating a root object around its own coordinate system? |
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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03-01-2006 15:33
Does anyone know if it's possible to rotate the root prim of a linked object with relation to the object's own coordinate system instead of the global one? (Ie, so that a Z rotation on a disc will always cause it to spin like a wheel, no matter what angle the wheel is placed at in world?)
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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03-01-2006 15:42
Try something like this:
CODE
I *think* that might work. Also, have you considered texture animation as an alternative? It will give the rotation a much more continuous feel - and its less laggy then repeated llSetRot calls too! ![]() ==Chris _____________________
October 3rd is the Day Against DRM (Digital Restrictions Management), learn more at http://www.defectivebydesign.org/what_is_drm
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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03-01-2006 15:43
The way I do this (and I'm sure there's a much more efficient way, but I can understand this, so I use it) is to:
* Use llRot2Up to get the vector that tells me where the Z axis is pointing right now * Use llAxisAngle2Rot to figure out what the new rotation is, since I need to turn X radians around the axis I just calculated Maybe I misunderstood you though, and that's not what you're asking. |
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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03-01-2006 16:57
Maybe I misunderstood you though, and that's not what you're asking. It was and it worked ![]() Thanks!! |