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?
>
>

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