oh that's a good one..., will look at it asap... Fabrice
On Apr 26, 2011, at 11:41 PM, rjgtav wrote: > Hi. Yes i'm using the applyRotations method from the MeshHelper, what > it does is that when the rotation is greater than 360, for example > 370, it becomes 10. Btw, i'm calling it in an ENTER_FRAME event. > > On Apr 26, 10:35 pm, Fabrice3D <[email protected]> wrote: >> I have typed quite few methods, but i think i've reintroduced applyRotations >> in MeshHelper >> (if not remind me) >> basically it resets the rotations to 0 and applies the rotation directly to >> vertices. >> >> There are other ways, this is one. >> >> Fabrice >> >> On Apr 26, 2011, at 6:53 PM, Choons wrote: >> >> >> >> >> >> >> >>> if the object or container is a child of the view (stage) then >>> rotation is essentially global. rotationX, rotationY, and rotationZ >>> rotate with respect to the parent axis, and pitch, roll , and yaw >>> rotate on local axis. Any rotation should be possible by nesting and >>> moving pivot points. Also, nesting is good for preventing gimbal lock >>> issues >> >>> On Apr 26, 11:26 am, rjgtav <[email protected]> wrote: >>>> hi. i.ve already read that in away3d 3.6 it wasnt possible to rotate >>>> an object around a global axis. Is this possible in broomstick? >> >>>> By rotating around a global axis, i mean rotating an object around an >>>> axis that doesnt rotate/change as the object rotates.
