TFormRotation ?
Blitz3D Forums/Blitz3D Beginners Area/TFormRotation ?
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How do you transform a rotation ? When I have 4 objects, each parented to to each other: body->upperarm->lowerarm->hand And I want to calculate the pitch/yaw/roll for the last object in the chain (the hand), should I just add up all their pitches, yaws and rolls ? Since, it works up to a point, but then starts behaving a bit strange. So now I would like to know if the method is wrong or if it's something else. |
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if these are entities, you may use the blitz internal commands. eg: after parenting everything together as you said, rotate them all to 0,0,0 locally, then use turnentity with the local flag for every childs wanted relative pitch/yaw/roll If your question is more about maths then - sorry, I never worried to learn about the internal maths :) |
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The question was about math initially, but I gave it a try and it works nice. So, I'm still (vaguely :D) interested in the maths but I can now stop worrying about it, too. Muchos thanks. |