Rotation Action: Difference between revisions
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[[File:RotationAction.png|thumb|right|600px|The Rotation action. This example will set the rotation of a prop to 180 degrees on the x axis, and zero out the other two | [[File:RotationAction.png|thumb|right|600px|The Rotation action. This example will set the rotation of a prop to 180 degrees on the x-axis, and zero out the other two axes.]] | ||
An action to modify the rotation of a gameobject. | An action to modify the rotation of a gameobject. | ||
The action can set the rotation to a given vector of Euler angles, or add, subtract, | The action can set the rotation to a given vector of Euler angles, or add, subtract, multiply or divide the rotation's Euler angle vector by a given vector. Multiplication and division are performed component-wise, with the current position X, Y and Z values each being multiplied/ divided by the provided vector. | ||
Local vs World space changes which rotation is being edited by the action. Local is relative to the rotation of the object's parent, while World is relative to the world's orientation. | Local vs World space changes which rotation is being edited by the action. Local is relative to the rotation of the object's parent, while World is relative to the world's orientation. | ||
[[Category:Actions]] | [[Category:Actions]] |
Latest revision as of 02:31, 16 December 2022
An action to modify the rotation of a gameobject.
The action can set the rotation to a given vector of Euler angles, or add, subtract, multiply or divide the rotation's Euler angle vector by a given vector. Multiplication and division are performed component-wise, with the current position X, Y and Z values each being multiplied/ divided by the provided vector.
Local vs World space changes which rotation is being edited by the action. Local is relative to the rotation of the object's parent, while World is relative to the world's orientation.