ActionScript 3.0 :: Rotation Troubleshoot: Where Is 270 Degrees?
Oct 19, 2010
I am rotating an object by incrementing in 90 degrees,however after 180degrees it rotates to -90...then it can't quite make it's mind up if it should go to -180, or 0, which should be the same thing? (except it messes up my if statements down the line)(by that I mean, sometimes it will go back to 0, and sometimes it will switch to -180??)Where is 270, and for that case, 360?
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?
I'm new to Flash and I'm having trouble rotating my mc 360 degrees using the 3D Rotation Tool. I can rotate it 180 degrees, right side coming forward, but when I attempt to rotate it back to its original position, it doesn't continue the rotation in the same direction (right side coming forward). So instead of apearing to rotate completely, it looks like it rotates half way, stops, and rotates back (left side comes forwards). Probably an easy solution, but as I said, I'm new.
I've a movieclip representing an arrow (with registration point in its middle). When I click a button, the arrow must point to a certain movieclip on stage. I use this code to execute the Tween: TweenLite.to(arrow_clip,1,{rotation:degrees}); But I can't understand how to calculate the degrees. I tried the following with no luck: var degrees =Math.atan2((clip.y-arrow_clip.y),(clip.x-arrow_clip.x))*(180/Math.PI); I found the following is working but I can't completely understand why: var degrees = -(Math.atan2(arrow_clip.x-clip.x, arrow_clip.y-clip.y))*(180/Math.PI);
I have set up a motion tween using the flash tween class to rotate an image 180 degrees. However, if I should want to work wit hthe image from that point (say click the button again and have it rotate another 180 degrees back to its original position) I can't. It will simply run the tween again because my function specifies to go from 0 to 180. How I can use the tween class to rotate this image 180 degrees on each button click?
Code is below: import fl.transitions.*; import fl.transitions.easing.*; import fl.transitions.Tween; rotation1_btn.addEventListener(MouseEvent.CLICK, rotateThePicture); function rotateThePicture(event:MouseEvent) { //IMG11_mc.rotation += 180; var PicRotation:Tween= new Tween(IMG11_mc, "rotation", Strong.easeInOut, 0, 180, 5, true); };
I need to know what the visible height of a display object will be after I change it's rotationX value. I have an application that allows users to lay out a floor in 3D space. I want the size of the floor to automatically stretch after a 3D rotation so that it always covers a certain area. EDIT: I guess what I am really trying to do is convert degrees to pixels.
On a 2D plane say 100 x 100 pixels, a -10 degree change on rotationX means that the plane has a gap at the top where it is no longer visible. I want to know how many pixels this gap will be so that I can stretch the plane. In Flex, the value for the display objects height property remains the same both before and after applying the rotation, which may in fact be a bug.
EDIT 2: There must be a general math formula to work this out rather than something Flash/Flex specific. When viewing an object in 3D space, if the object rotates backwards (top of object somersaults away from the viewer), what would the new visible height be based on degrees of rotation? This could be in pixels, metres, cubits or whatever.
I have a papervision camera of which turns using keyboard input, I have a radar of which I would like to orientate to direction when the camera turns.I have it all working apart from mapping my (camera) DisplayObject3D.rotationY to RadarInterface.rotation correctly.The camera (or any 3d object) works with values I'm finding hard:Clockwise: 0 to 89, 89 to 0, -0 to -89, -89 to -0 doing a complete 360.So if I were to turn 180 degrees I'd go from 0 to 90 and back down to 0 again.
I have a pretty simple script that allows you to draw multiple rectangles using the drawing API in MX. I need to create multiple MC containers, so that I can later do other functions to these areas.Now, what I can't figure for the life of me is why the rectangles are drawing in the way they are. If you copy this script into a blank file and run it, you'll see what I mean. Why is it duplicating/replicating/echoing as you draw? If you debug and list Objects, it is creating the MCs properly, so where are these other lines coming from? I'm sure this is something simple to fix, that there is some recursion going on, but I can't troubleshoot it.
I had a preloader that would load in some external SWF's... and now decided to also preload a sound I am importing using aSoundObject.load(). This is how I added the sound to the preloader:
For some reason, whenever the preloader starts now... it'll start something around 70%, so I traced the loadedBytes and found out that it thinks its already loaded about 100Kb on the first loop through (even though it hasn't). So then, the preloader reaches 100%, calls the site, and the sound isn`t even loaded in completely yet.
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?
I'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:
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)
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);
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?
I am trying to do a simple "pseudo 3D" rotation of a movie clip. The clip would "flip" on to the screen. I have created the effect using PaperVision3D, however, the final SWF is about 64k and my project requires a smaller file size. I tried to create the flip effect manually by creating skewed versions of the clip and tweening between them, except this doesn't work because the shape is not tweaked along the vanishing point as it should be. It looks like perhaps I could accomplish what I want to do using the MatrixTransformer but I've not had much luck so far.
I am trying to rotate this text 90 degrees. I've read that you're supposed to embed the text....and I've tried that and the text just vanishes. I've also tried to set my own text format, but the problem persists.
Code: var tf:TextFormat = new TextFormat(); tf.font = "Verdana14B"; tf.size = 14;[code]...........
i'm not quite sure which forum to use, so therefore I post this discussion here. I want to animate an object that is turning 360 degrees around.
[Code]...
It does'nt need any navigation like this example, but it's going to just an animationmovie.This animation is going to be viewed on a widescreen tv. How do I make the animation fit the screen? I'm not sure which resolution the animation must be. I guess this has to match the resolution of the tv. But is it just as simple as changing the flash file settings in 1920 x 1080?
I want to scroll these image 360 degrees. Right now i can go end to end but it will not recylcle the image. Is there any code out there that will do this? How would i fix the code i have to accomplish this? Working swf file [URL] Source code link [URL]
I have a program which must convert degrees to radians every frame and use this value to change a variable. After a while, I notice that the variable becomes way different than what it should be, because of the slight inaccuracy when converting degrees to radians (I multiply to value by pi/180). I was wondering if there is a more accurate way to convert or maybe a way to use Math.cos() and Math.sin() with degrees.
I'm having trouble with this mainly because Flash's Math.atan() doesn't give the same results as my TI-83's tan^-1 function.
If I have a line with a positive rise and run for the slope and use tan^-1( (the slope) ) on my calculator, I get a value between 0 and 90, with 0 being a horizontal line and 90 a vertical line. A negative numerator with a negative denominator for the slope puts it in quadrant 4 where tan^-1(slope) gives 0 to -90 values, again with 0 being horizontal and -90 being vertical.
Putting the slope of the blue line into tan^-1() would give a value of about 80 degrees, while the red line would calculate to about -50 degrees. The rotation property Flash uses rotates objects clockwise and can range from 0-360. Using the -90 to 90 values and figuring out if the rise and run of the slope are positive or negative, I can determine which quadrant the line is in and calculate the degrees.
However, this so far is not possible for me because Math.atan() gives odd results.
A practical application for this knowledge would be a player in a game throwing spears from (0,0) to the mouse x,y. The slope would take care of the trajectory of the spears, however if your spear sprite is a spear flat and facing toward the right, you need to rotate it appropriately from 0-360.
I need to get a certain object to rotate by set degrees (my navigation for this project is organized on a wheel--6 sections on the wheel), and I would like to have buttons that tell this object to smoothly rotate by set degrees (intervals of 60 degrees in this case).
What I have in mind are 5 buttons that control the rotation: 1. 120 deg. ClockWise 2. 60 CW 3. 60 CCW 4. 120 CCW 5. 180 CCW
I've created some code that rotates an arrow up or down when the user clicks on it, depending on whether the timeline is on frame 1 or 5. The problem I am encountering is that rather than rotating visually, it just flips to the correct degree (in this case, 0 or 180).
Code: function turndown():Void{ for(i=0; i<16; i++){ this.upDownMC._rotation += 11.25; }} function turnup():Void{ [Code] ......
getting a certain object to rotate by set degrees (my navigation for this project is organized on a wheel--6 sections on the wheel), and I would like to have buttons that tell this object to smoothly rotate by set degrees (intervals of 60 degrees in this case).What I have in mind are 5 buttons that control the rotation:1. 120 deg. ClockWise2. 60 CW3. 60 CCW4. 120 CCW5. 180 CCW