ActionScript 3.0 :: Change Axis For Rotation Z?
Jan 8, 2010Is there anyway to reposition the axis for rotation Z?
View 3 RepliesIs there anyway to reposition the axis for rotation Z?
View 3 RepliesI know 3D rotation is well documented on SO and many other sites, but despite reading countless explanations I still haven't figured out where I'm going wrong. My background is in art and design, not math and programming, and I'm never really certain if my angle of attack (no pun intended) is the right one. Rather than paste a patchwork of my dismal code, I'm including an image describing my problem. What I'd really like is a step-by-step worded breakdown of how to solve it. Pseudo code is useful, but I will learn more if someone will just aim me in the right direction or point out common pitfalls.
[Code]...
Is there a way to prevent a motion tween w/ rotation from dropping on the Y axis? Basically I used Free Transform to change the angle of a line, but it always lowers itself on the Y axis when I insert a motion tween in it.
View 1 RepliesI am trying to rotate a symbol about the y-axis, 45 degrees one direction, then back to center, then 45 degrees the other direction. Seems like a relatively simple task, except here is what happens.
Here is the object with no rotation:
Here is the object rotated exactly 45 degrees:
And here is the object rotated exactly -45 degrees:
I need the object to rotate the same as it did the first time but in reverse, otherwise "45" and "-45" are generally worthless numbers to refer to. Is it something to do with the pivot point? I made sure the registration point was in the center when I created the symbol. It doesn't seem to be pivoting the object around the center though. How do I rotate about the y-axis using a pivot point that is actually in the center and gives the same (but opposite) effect when rotating it one way versus the other?
When I try to rotate a movie clip along the x-axis on the default stage size (I'm using a basic rectangle right now), the rotation appears just as I expect it to. It "rolls over" with the perspective even on both sides of the rectangle.
When I try to duplicate this in a movie with different dimensions (320x480) and apply the 3D Rotation Tool, the rectangle skews to the left for some reason. (See attached .fla files)
I've tried changing the registration points on the movie clips, I've tried making new files with the "Adjust 3D Perspective Angle to preserve current stage projection" box checked both on and off, and I've tried repositioning the actual Rotation Tool, but I can't figure out what's wrong. Could it have something to do with the stage resizing?!
How do you determine the "rotation point" (axis?) of an object?
A sprite/movieclip that has been loaded using a Loader has its rotation point set to the upper-left corner. What I want to know if how I manually (using ActionScript) set it to the center.
Is it possible to change the starting value on an axis for a chart in Flex 3.4? For example, rather than the y axis starting at 0, have it start at 50.
View 1 RepliesMaking a slide-in panel, following Flash and Maths "Using the Tween class in Flash CS3 and ActionScript 3 " tutorial The panel moves on screen on a MOUSE_OVER event, and off screen in MOUSE_OUT event. Have managed to change everything so it works on the x axis; but when i want to change it to enter and exit on the y axis but when i do it bounces around and immediately heads back off screen. Surely this is simple, but I am quite stuck; please let me know what is wrong with this code:
[Code]...
Does anyone know the formula to determine what the width of a Sprite would be based on changes to the z-axis? I know the width property is updated after the change, I'm hoping to know what the width will be pre-change.
View 1 RepliesOn my stage I have about 10 different objects that are all copies of the same MC symbol in my library. I gave them all instance names: block1, block2, ... block10. In the code for my Document class, I wrote:
Code:
for (var i:int = 0; i < numChildren; i++) {
trace(getChildAt(i).name)
}
The first time I ran my code, my trace looked like:
Code:
block1
block2
...
block10
Later, I changed around the z-axis for a few of these objects on my stage (Ctrl + SHIFT + DOWN/ UP)
Then I ran my code again, and I got:
Code:
block1
block2
instance 16
instance 17
...
etc
Why does affecting the z-axis of these objects affect their dynamic names?
In the flash CS4 transformation window (Ctrl+T opens this window) you can set the 3d rotation and 3d rotations points. Changing the 3d rotation in actionscript is simply..
this.rotationX=90;
this.rotationY=90;
this.rotationZ=90;
But I cannot find any way to change the 3d center point in action script. Have been trying things like centerZ=40; centerRotationZ=40; etc...
I have a b2PolygonShape body and apply a force to it.
_recbody->ApplyForce( b2Vec2(6.0, -6.0), _recbody->GetWorldCenter() );
I want to change the centre of rotation of the body to be more in the front of the body. So that applyForce and also collisions make the body not turn in the centre but more in the front.
Has anyone got a bit of code I can use to change the center point DisplayObjects rotate around in a 3D space? I need it to work with rotationX, rotationY and rotationZ. I know theres a workaround of wrapping every object in aother sprite and offsetting the x & y positions but I'd much prefer a math solution. As an example of the problem, this code should make a star shape:
[Code]...
I'm attempting to write a racing game. I've loaded in my image, I brought it to the stage and now, all I want to do is rotate it from its' center and not upper left corner.
The code:
racer.rotation += 5;
rotates from the upper left corner. How do I rotate from the center of the car/sprite? I've tried putting it into a container but I'm unsure on the coordinates of the container because I tried to set the x,y coordinates to half the sprite image but y'know, it's not doing what I expect it to.
ActionScript Code:
if (arrowLeft) {
var container:Sprite = new Sprite();
[Code]....
I will never sneer at another racing game! I didn't think it would be this hard to do a simple rotate of an image!
Let's say I have a tween that makes my MovieClip thingie go from point A to point B.Somewhere in my code, I want to rotate thingie by modifying its rotation attribute, without breaking the tween that makes it go from A to B.
View 5 RepliesI want to make a movieclip moves smoothly and when it changes the direction, it can turn smoothly but not a sudden turn, I try out the code below. and the truning is odd:
this.rotation = (Math.atan2(targetY-this.y, targetX-this.x )/Math.PI)*180;
I am trying to construct coordinates with distance in meters on the x-axis and time in seconds on the y-axis, without using the timeline. How can I draw the divisions on the x-axis and y-axis ? Or I better draw the whole thing.
var my_shape:Shape = new Shape();addChild(my_shape);
my_shape.graphics.lineStyle(3, 0xFF0000, 1);my_shape.graphics.moveTo(50,50);my_shape.graphics.lineTo(50, 300);my_shape.graphics.lineTo(500, 300);
I'm trying to grasp how functions and motion tweening works.
Heres my question. How do i make an object move along the y axis once it has reached its x axis target?
HEre is the code, that i got from here.
and what in this code is making the MC ease out?[code]...
I've put together this simple code for an SWF with three roll over images (called: Training, Resources and Contact).When I roll over Training I would like the symbol Training_txt to tween its alpha to 1 (from 0) and tween its y axis to 220 (from 83).When I roll out of Training I would like to run the two tweens in reverse.
This works fine for each of the three roll over images, so long as each tween is allowed to fully execute before a new tween is started. The problem arises if i quickly move the mouse curser between the three roll over images before the previous tweens have finished executing.In this instance, the tweened objects start to behave erratically. They usually return to their original position as per the roll_out tween but then start jumping between y axis 200 and y axis 83 (without tweening - they just appear).
Code below -
stop();
import fl.transitions.Tween;
import fl.transitions.easing.*;[code]..........
I'm making a chart where the x-axis needs to have dates and y-axis names. The lenght of the bar is longer when the date is later. But I want to stack multiple bars on eachother. for example This is the code I have so far
<fx:Script>
<![CDATA[
import mx.collections.ArrayCollection;
[code].....
This is for a personal art project, however I have hit a potential (Actionscript) brick wall! I want the diameter of the 'balls' orbit to change dependant on the position of the mouse but keep the point of rotation exactly the middle of the stage at all times. I.e. if the mouse is hovering over the exact center (both X+Y) of the stage then the 'ball' should have a tiny diameter of rotation (but contstantly follows the orbit in clockwise direction) whilst if you move the mouse towards the edge of the stage then the diameter of the orbit of the ball will increase. Here is the AS which controls a blank movieclip;
[Code]...
I have a movieclip and when I do 3D rotation from Transform panel, It rotates perfect, center is in the middle of image, and when I apply mc.rotationY, rotation center is in left of the image, aren't 3D rotation from Transform panel and mc.rotationY from AS same? what's up?
View 2 RepliesI'm trying to do some augmented reality projects with flartoolkit . I can now put simple 3d objects on my marker and it works fine , but I wanna give my project some events that the user can interact with. I'm trying to trace the rotation of the marker. there's a container:DisplayObject3D which my application uses to add the 3d objects , I traced this :"trace(container.rotationZ)" but it's just returning 0 . I studied another AR application's source code and it was using the rotation of it's container object without problem .and I think I should mention that I'm using the exercise file of seb lee delisle papervision3d course from [URL]. anyone has any experience with flartoolkit? the main functions of my my code is as below:
[Code]...
Is it possible to have the child movieclip rotate separate of the rotation properties assigned to the parent? so ultimately giving the child element it's own axis?I've customized Lee Brimelows (gotoandlearn.com) 3D carousel to spin on the x axis to make it a vertical carousel. I've also rotated that by 45 degrees on the y axis to see all the items, and wrote a snippet of code to hide the left portion of the carousel. The entire carousel is contained within the 'container' movieclip, and inside of that are my carousel items (as seen below), with the larger item being the item in focus.
On rollover of the item in focus, I want to rotate it so it faces the viewer (as seen below),basically removing the 45 degree rotation applied to the container.The problem i'm running into is when you rotate the container (changing the rotationX of the container), the axis basically rotates with it, so when i rollover the next item 'in focus', the following happens..(in the example where it appears how it want it to, the carousel is at a rotationX of 0, so it works fine)
Program A has a cannon that aims to line up with where-ever the mouse is pointing, in 360 degrees, and fires when the mouse is is clicked. Program B has an eye instead of a cannon that should in theory do similar functions when the capslock key is toggled, but instead only has a 90 degree range of motion from the Right of the eye toward the bottom (quadrant 4 only). Where did the ther 270 degrees of rotation disappear to?
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i.m trying to create a 3d rotation much like the widely used carousel only the rotation i desire consist of four upright(90 degrees) movieclips resting on a slanted, 30 degree plane which rotate onEnterFrame or following a tween on a oval like path - then pause for a given number of seconds at the four movieclips positions equal in distance on the plane
function around() {
this._x = Math.cos(this.angle) * radiusX + centerX;
this._y = Math.sin(this.angle) * radiusY + centerY;
var s = this._y /(centerY+radiusY);
[code]....
Why isn't there the Z, rotation X and rotation Y fields in my motion editor panel?
View 1 RepliesBased on this Adobe multiple axis chart example: [URL]
Then I changed some data values to negative and my axis became not aligned anymore.
how to align vertical axis? Is this another Adobe bug or there is some property that aligns axis?
<?xml version="1.0" encoding="utf-8"?>
<s:Application
minHeight="600"
[Code]...
i have the follow issue :
I have a point which is setted at the border on a component, with changed transform point to the center of a component in order to match the component rotation.
the important part is when i try to get the point XY after rotation - they remains the same as before rotation.
how to get XY, after rotation ( changeing point.rotation property to specific degrees of rotaion )
I am watching the tutorial on the motion editor and when he opens the motion editor to edit the Rotation X and Rotation Y values I'm in trouble.My motion editor now only shows Rotation Z but, no Rotation X or Rotation Y. What am I doing wrong?
View 1 Replies