User Guide

400 Chapter 17: Controlling the 3D World
rotation
Get and set Script vector object describing the
xRotation, yRotation, and zRotation
components of the transform with the
value
vector(xRotation, yRotation,
zRotation)
, with the rotation values
defined in degrees.
This value can vary because of the
permissible types of transform
operation. For example,
translate
followed by
rotate gives a different
value than
rotate followed by
translate, and the results can’t be
differentiated after the fact from the
rotational information alone.
The
rotate() and preRotate() methods
are the preferred way to modify a
transform’s orientation. Rotation is
generally relative to the object’s original
orientation at the start of the movie.
vector
(0,0,0)
axisAngle
Get and set A list including a vector and a floating-
point value that describes this
transform’s rotation as an axis/angle
pair.
The vector represents the direction, and
the angle represents the rotation around
the vector.
[vector
(1.0000,
0.0000,
0.0000)
A]
x axis
Get and set A vector representing the transform’s
canonical x axis in transform space.
Example:
transform.identity()
transform.rotate(0,90,0))
put transform.xaxis
--vector(0,0,-1)
Canonical means reduced to the
simplest possible mathematical
expression.
vector
(1,0,0)
y axis
Get and set A vector representing the transform’s
canonical y axis in transform space.
Example:
transform.identity()
transform.rotate(90,0,0)
put transform.yaxis
--vector(0,0,1)
vector
(0,1,0)
z axis
Get and set A vector representing the transform’s
canonical z axis in transform space.
Example:
transform.identity()
transform.rotate(0,90,0)
put transform.zaxis
--vector(1,0,0)
vector
(0,0,1)
Property Access Description Default