User Guide

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#world applies the increments relative to the world coordinate system. If a model’s parent is the
world, than this is equivalent to using
#parent.
nodeReference allows you to specify a node to base your rotation upon, the command applies
the increments relative to the coordinate system of the specified node.
Examples
The following example first rotates the model named Moon about its own Z axis (rotating it in
place), then it rotates that same model about its parent node, the model named Earth (causing
Moon to move orbitally about Earth).
member("Scene").model("Moon").rotate(0,0,15)
member("Scene").model("Moon").rotate(vector(0, 0, 5), member("Scene").model("Moon"))
The following example rotates the model Ball around a position in space occupied by the model
named Pole. The effect is that the model Ball moves orbitally about Pole in the x-y plane.
polePos = member("3d Scene").model("Pole").worldPosition
member("3d Scene").model("Ball").rotate(polePos, vector(0,0,1), \
5, #world)
See also
pointAt, preRotate, rotation (transform), rotation (engraver shader), rotation
(backdrop and overlay)
, preScale(), transform (property)
rotation
Syntax
the rotation of member whichQuickTimeMember
member(whichQuickTimeMember).rotation
sprite(whichSprite).rotation
the rotation of sprite whichSprite
Description
Cast member property and sprite property; controls the rotation of a QuickTime movie,
animated GIF, Flash movie, or bitmap sprite within the sprites bounding rectangle, without
rotating that rectangle or the sprite’s controller (in the case of QuickTime). In effect, the sprites
bounding rectangle acts as a window through which you can see the Flash or QuickTime
movie. The bounding rectangles of bitmaps and animated GIFs change to accommodate
the rotating image.
Score rotation works for a Flash movie only if
obeyScoreRotation is set to TRUE.
A Flash movie rotates around its origin point as specified by its
originMode property. A QuickTime
movie rotates around the center of the bounding rectangle of the sprite. A bitmap rotates around
the registration point of the image.
For QuickTime media, if the sprite’s
crop property is set to TRUE, rotating the sprite frequently
moves part of the image out of the viewable area; when the sprites
crop property is set to FALSE,
the image is scaled to fit within the bounding rectangle (which may cause image distortion).
You specify the rotation in degrees as a floating-point number.
The Score can retain information for rotating an image from +21,474,836.47° to -
21,474,836.48°, allowing 59,652 full rotations in either direction.