-- [ Picked text/plain from multipart/alternative ] I am totally with you. I am also lost on this one hehe.. I recently figured out how to do tracelines properly so that should say a lot ;)
I'll take a different approach to my problem, maybe other people can understand :o The physics will not work for my problem, as I'm not really changing the physical angles of the entity, but it's eye angles. So for example, I would like to rotate a player's view to the left, without moving their model at all. If the player is facing straight ahead, this is farily easy. But if the player is looking up/down, then I have no idea what to do, as the angles are relative to the world.. There must be some transpose functions or something I'm missing.. Any help would be greatly appreciated ;) Thanks again. On 7/27/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > Yeah I know what you mean I think.. If you want to rotate it using > physics it's easier.. Kinda. Well probably harder if you haven't > looked into motion controllers. > > When you apply a motion controller to the physics object you can > decide whether the forces are local or global. If you choose local and > apply torque to it it'll rotate around its own angles (not the > world).. > > I'll be interested in hearing the real solution to this when you're > not using physics - I'm dumb when it comes to angles and matrices and > stuff. > > > On 7/27/06, Steve Rabouin <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > No, I know I'm not making much sense, I can't really explain this > properly.. > > > > Let's say I have a spray can, and i wanted it to rotate on its own. When > > it's on a table, it would rotate with the y angles only. But if it fell > on > > the floor, it would now be facing the floor, and the x angles would need > to > > be changed to keep the same rotation going. What I am looking for, is > how to > > find the angles that I need to add to the current angles so that it will > > rotate in that direction properly, whichever position it is facing. Does > > that make more sense? > > > > Thanks for trying to help :o > > > > On 7/27/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > > > > > Do you mean you want your entity to face the way it's travelling? > > > > > > > > > On 7/27/06, Steve Rabouin <[EMAIL PROTECTED]> wrote: > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Hi, > > > > > > > > I'm still learning through the SDK and I have this simple issue > blocking > > > me > > > > into progress.. > > > > > > > > I'm simply trying to rotate the angles of an entity in relation to > its > > > > position. Changing its angles.y alone for example is not what I > need. If > > > the > > > > entity is facing down, i need to change the angles based on its > current > > > > angles. If it was facing down, i'd probably need to change x, but if > it > > > was > > > > in between, some of y and some of x would need to be changed, etc.. > So > > > I'm > > > > thinking a function similar (if not) AngleVectors must be used, but > I'm > > > > unsure how.. > > > > > > > > Please help if you can > > > > > > > > Thanks > > > > -- > > > > > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

