Yes but how?
On Jul 1, 6:48 pm, Michael Iv <[email protected]> wrote: > 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? > >
