The 3D matrix defining a transform on any 3D object can be retrieved from
the transform property:

myMatrix = myRotatingObject.transform;



On Fri, Jul 2, 2010 at 9:59 AM, kyma <[email protected]> wrote:

> 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?
> >
> >
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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