#Make a continuous rotation with "Set Rotation" circuit
21 messages · Page 1 of 1 (latest)
Rotator set speed
But i dont want to use the rotator gizmo (cv2) @cedar cliff
Just the "Set Rotation" chip
i actually didn't know how at first but just figured out this (damn, i forget to make this run on object authority)
Can't you legit just add x value to the axis you want it to spin on with split and create???
Get rotation>split>add x value to any axis>quaternion create?
Also may I ask what this is for ? I'm curious
@gusty pike
I tried that and it didn't work
Wuttttt
But I'll try again
I'll try
i tried that again and it doesn't work
yeah it does something weird
Yeah cause rotation automatically gets normalized
@dapper cloud @cedar cliff @gusty pike
Use the chip Quaternion Create Angle Axis or Quaternion Create Euler Angles
Quaternion Create Angle Axis method:
Set the rotation of the object to Rotation * Quaternion Create Angle Axis (Multiplication order matters, A x B = Rotate A by B)
With Quaternion Create Angle Axis, the "Axis" you input is the axis in which it spins, for example, if you wanted to rotate around the objects up vector, you would set the axis to the objects up vector. The "Angle" you input is how far clockwise around that axis it spins (in degrees), "Angle" should be Speed * Delta Time
Quaternion Create Euler Angles method:
This method is almost identical to the angle axis method, but you dont really get to control the axis it rotates around, but you do get to choose its rotation speed along either the objects X/Y/Z axis, or global X/Y/Z axis (Depending on your multiplication order)
Spawn in the chips Vector3 Create and Quaternion Create Euler Angles
Set the rotation of the object to Rotation * Quaternion Create Euler Angles
On the Vector3 Create:
- The "X" axis is how fast you want it to spin around the local/global X axis
- The "Y" axis is how fast you want it to spin around the local/global Y axis
- The "Z" axis is how fast you want it to spin around the local/global Z axis
All of these should be some form ofSpeed * Delta Time
Spinning on local or global, like I said depends on your multiplication order
The reason you multiply Speed by Delta Time, is so the objects rotate in degrees per second, rather than degrees per execution
Oh wait i remember doing angle axis method
I had a vision when writing down that method how quaternion multiplication order affects rotation