Flash - How To Get Rotation In FLARToolKit
Sep 30, 2010How do you get the rotation of the marker in FLARToolKit? All that I can find is how to do it with papervision3D but since I am using Unity3 for the 3D, this is not optimal.
View 1 RepliesHow do you get the rotation of the marker in FLARToolKit? All that I can find is how to do it with papervision3D but since I am using Unity3 for the 3D, this is not optimal.
View 1 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:
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I'm tying to convert the FLARToolkit class Lee showed in his tutorial for timeline scripting.(i.a. copied the whole damn thing, and put it on a actions layer) So far so good, I cleared out all the class related code and tested the movie. Than I ran into a problem.
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I have another (newbie) question about FLARToolKit.This is Lee Brimelow's code to make 3 boxes on top of the marker.
package {
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
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the flaw of this code is, after the marker detected, yes, the 3D object got rendered. but after the marker were not detected, the object still appeared on the screen (even though it did not move)
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 RepliesIs 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);
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Why isn't there the Z, rotation X and rotation Y fields in my motion editor panel?
View 1 RepliesI 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 RepliesI 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.
View 3 RepliesI'm trying to pause my rotation on rollover of a movieclip and restart rotation on rollout of the movieclip. Here is my current code,
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Is there a simple AC3 code to make a object rotate? I wish for the object to rotate on the X axis (in other words, if it were a 3D object, it would look like a rotation) Is there a simple AC3 fix for this?
Also, to prevent another thread being made; I used Arial text, then I swited to David text, but no matter what I try (Save, republish, simulate download) the text stays Arial text;
I built an app in flash where you can rotate objects and save positions and rotation to xml.... that xml then feeds html to produce a layout that is then rendered the a pdf It seems that every time it goes to the html, a rotated object in positioned a little to the lower right then the position in flash.
I know the rotation in css in different, but I think if I can find the true top left of the rotated object in flash and pass that it will solve the issue.
I tried this
newx = imageHolder.parent.localToGlobal(new Point(imageHolder.x,0)).x;
newy = imageHolder.parent.localToGlobal(new Point(0,imageHolder.y)).y;
also this imageHolder.parent.globalToLocal(imageHolder.localToGlobal(imageHolder.getBounds(imageHolder).topLeft));
neither work. Is there something else?
I have an object, the center of the object I believe is the rotation point. When I click transform and edit the rotation properties on the right side to like 55 degrees then it works, it rotates from the point it's suppose to and looks great. The problem is when I use AS .rotation on the object, I have no idea where it's rotating from and it's going all over the freaking place. I assumed it would rotate from the same rotation point as the transform tool rotates the object from. I also assumed 0-360 was the options for rotation. What am I doing wrong? from the looks of it's odd rotation I can't even tell where it's centering.
View 3 Replieshow to identify clockwise or anticlockwise rotation....ere try to rotate on mouse move direction. not just (wheel_mc.rotation=20; )i just want to rotate that wheel clockwise on mouse down .... then what to do ?
add code
var angle:int=0;
var theX:int=0;
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I have found a bug in flash CS5, I was wondering if anyone else had this? This bug occurs in Flash CS5 when creating compiled clips which use the 3D rotation tool. It appears that if you attempt to convert a symbol which contains a 3D transformation to a compiled clip it will not work correctly. What makes this problem worse is that the error is not reported correctly and so it is nearly impossible to debug.
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What's the better way to make a coin rotation? I tried Math.random, but the coin doesn't wobble correctly.
starter code
//ROTATION
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
function enterFrameHandler(event:Event):void
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I am rotating an object with TweenLite, however instead of a set duration I want the duration to be based upon the distance of rotation where 180 degrees = 3 seconds 90 = 1.5 and so on. Here is my attempt to find the distance of rotation:
var time:Number = Math.abs(Math.atan2(Math.sin(angle-wheelObj.rotation),Math.cos(angle-wheelObj.rotation));
TweenLite.to(wheelObj, time, {shortRotation:{rotation:angle}, ease:Expo.easeOut, onComplete:rotateWheel, onCompleteParams:[target]});
TweenLite.to(carObj, time, {shortRotation:{rotation:angle}, ease:Expo.easeOut});
This just isn't working, time is sometimes huge when the rotation is small and sometimes tiny when it is big, so does anyone know a better way to do this?
i have a movieclip which containes image and textfiled and its drawn into a bitmap. then i apply 3d rotation to it and after the rotation, text is quite blurry. i found this thread:[URL] but i dont understand how to apply senocular solution. i also tried reseting matrix 3d but it didnt make a difference:
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I recently installed Flash CS4. As I attempt to learn from different tutorials I've run into a problem I can't figure out. I've watched the video tutorial at: [URL] several times to try to emulate the rotating logo. The problem I run into is when he says to open the Motion Editor and to edit the Rotation Y and Rotation Z properties. When I open my Motion Editor there is no Rotation Y or Rotation X. There is only a Rotation Z property. I've played it over and over to try to discover what setting I've missed but don't see it. How do I see a Rotation Y property to be able to edit it?
View 2 RepliesI have 1656x1332 px 30fps movie clip sliding or rotating on click event inside of 850x550 px stage. For some reason the clip gets stuck on rotation sometimes, even though the whole file is only 46 KB. Moreover, depending on browser, the rotating part can fly completely off the stage and the only way to get it back is to refresh.[code]
View 4 RepliesI have earth object how I can rotate into 3d in flash with 3d feature or shall i need to use papervision 3d?
View 3 RepliesI have a movieclip moving on a path by means of a tween. At the starting point a (virtual) line on the movieclip is tangent to the path. Is there an easy way to automagically rotate the movieclip such that this line remains tangent to the path throughout the tween?
View 1 RepliesI created this Rubiks Cube with Papervison3D. With some resources I created a Cube with 27 minicubes inside (3*3*3 = 27). Rotating the Rubiks Cube on mouse move is already done. (I do not rotate the camera.) All the behavior of a Rubiks Cube is in there already. But I'm a bit stuck in the final phase.
When I play with it like I would do with a normal Rubiks Cube it's working ok, besides I know that the default Euler rotation values aren't reliable anymore after a while. What I need is to rotate the Rubiks Cube to the selected side and after that rotate the Rubiks Cube over the z-axis so the minicube face faces up. I prefer to animate it with TweenMax but I'm really stuck since I need quaternion rotations.
I know the selected face of the Rubiks Cube itself. I know the Euler rotation of the Rubiks Cube using Matrix3D.matrix2euler(_rubiksCube.transform); What I need is to rotate it to the selected face for instance when the current rotation is x: -20, y: 35, z: 10 and I select the back face of the rubiksCube it must rotate to x:0, y: 180, z: 0.
What I need is to change this to Quaternion values and rotate the Rubiks Cube to the new Quaternion value. After that it must rotate the Rubiks Cube over it's z axis to face the selected minicube face up. This is the code I use when dragging/ rotating the Rubiks Cube
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I have the following problem. I have an MovieClip in a holder MC. I would like to turn the inner MC X with 'rotation' parameter, and still keep it in the holder mc to the right and bottom of the holder MC reference point. So after turning it should look like thatanyone can tell me how to do that? Basically a function that takes any X rotated in any degrees through X.rotation = ... and puts it back in place in the holder MC.
View 3 RepliesI 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:
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I have created a 3d rotation along the timeline inside a movieclip using the 3D rotation tool new to CS4. This movieclip resides inside an swf that will show a number of instances of this movieclip. The 3d tranformation works great when running the swf. BUT! When the swf gets published and I want to load the swf inside a main swf the 3d transformation gets distorted and out of place. I´ve looked at perspective projection and stuff like that, but I can´t figure out how this is effecting a timeline based animation and what I can do to stop it.
View 1 RepliesI'm working on an interactive animation for a university assignment. Here in this scene the user is able to turn a safe dial left and right either using on screen buttons or keyboard keys. The trouble I'm having is trying to write an IF statement to detect the angle of the safe dial so when the dial == an angle of rotation the scene goes on to play the next frame of the animation.
Code:
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
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