3D Lingo Dictionary > O-S > rotation (transform) |
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rotation (transform)
Syntax
member(whichCastmember
).node(whichNode
).transform.rotation member(whichCastmember
).node(whichNode
).getWorldTransform().rotationtransform
.rotation
Description
3D property; allows you to get or set the rotational component of a transform. A transform defines a scale, position and rotation within a given frame of reference. The default value of this property is vector(0,0,0)
.
A node can be a camera, group, light or model object. Setting the rotation
of a node's transform defines that object's rotation within the transform's frame of reference. Setting the rotation
property of an object's world relative transform using getWorldTransform().rotation
defines the object's rotation relative to the world origin. Setting the rotation
property of an object's parent relative transform using transform.rotation
defines the object's rotation relative to its parent node.
If you wish to modify the orientation of a transform it is recommended that you use the rotate
and prerotate
methods instead of setting this property.
Examples
This statement sets the parent-relative rotation of the first camera in the member to vector(0,0,0)
.
member("Space").camera[1].transform.rotation = vector(0, 0, 0)
This example displays the parent-relative rotation of the model named Moon, then it adjusts the model's orientation using the rotate command, finally it displays the resulting world-relative rotation of the model.
put member("SolarSys").model("Moon").transform.rotation -- vector( 0.0000, 0.0000, 45.0000) member("SolarSys").model("Moon").rotate(15,15,15) put member("SolarSys").model("Moon").getWorldTransform().rotation --vector( 51.3810, 16.5191, 65.8771 )
See also
getWorldTransform()
, preRotate
, rotate
, transform (property)
, position (transform)
, scale (transform)
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