Extract the rotation Matrix :)
Sent from my iPhone
On Jul 1, 2010, at 5:52 PM, kyma <[email protected]> wrote:
I think that's what i need to do. Does anyone know how to convert
these matrices into rotation values?
For example, the first on in my class exported from Prefab:
var m0:MatrixAway3D = new MatrixAway3D();
m0.sxx = 1;
m0.sxy = 0;
m0.sxz = 0;
m0.tx = -551.9778*_scale;
m0.syx = 0;
m0.syy = 1;
m0.syz = 0;
m0.ty = 217.2765*_scale;
m0.szx = 0;
m0.szy = 0;
m0.szz = 1;
m0.tz = 818.3411000000001*_scale;
Otherwise, I have a list of the rotations as they were when they left
3DSMax, but Prefab seems to have re-arranged the order for some reason
so I can't match them back up...
On Jul 1, 2:22 pm, savagelook <[email protected]> wrote:
Is the model rotating, or the individual meshes? If the model is
rotating then it is correct that the rotations for the meshes would
be
zero. Are you looking to get the global orientation of your meshes
after the model rotates? I'm sure this can be done with matrices,
but
I'm not the one to ask about that.
On Jul 1, 7:04 am, kyma <[email protected]> wrote:
Ok, I am accessing the right object, I just can't seem to retrieve
the
correct rotation values for it. They all seem to be zero. If my
meshes are all rotated around a circle, can I get their rotationY
value?
On Jul 1, 11:22 am, kyma <[email protected]> wrote:
I have a model that contains 25 meshes. I cycle though the meshes,
adding mouseevent listeners. When I click on one of the meshes
though, the event.object just gives me the model. How can I access
the actual mesh that was clicked from the event object?