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Subject: 
Re: How can I make the wheels rotate?
Newsgroups: 
lugnet.cad.ray
Date: 
Mon, 20 May 2002 19:53:25 GMT
Viewed: 
830 times
  
In lugnet.cad.ray, Eduardo Vazquez Harte writes:
Hi all,
just a quick question How can make my wheels rotate around like normal car
wheels instead of having the rotating around like if the are in orbit around
a planet or some thing?

I used this but is not right

rotate <clock,0,0>}

In the model's POV code, there is a matrix that both rotates and positions
the wheel.  It looks something like this:
  matrix <1,0,0,0,1,0,0,0,1,25,30,35>
The first nine values control rotation and scaling of the part.  The last 3
control the position of the part.  Here's a good way to get a wheel to
rotate in place:
  1: Change the last 3 numbers in the matrix to zeros.  Make sure
     you note what the values were, because this is important in
     step 3.
  2: Add your rotate statement right after that matrix.  The line
     you give will rotate the part along the X axis.  This is
     generally right for a wheel if the vehicle is pointing along
     the Z axis.  You could also use rotate <0,clock,0> or rotate
     <0,0,clock> to rotate it along another axis.  You might want
     to put a multiplier on the clock as well, depending on how
     fast you want the wheel to turn.
  3: Add a translate statement right after the rotate.  Use the 3
     values that were originally the last 3 numbers in the matrix.

So, starting with this matrix:
  matrix <1,0,0,0,1,0,0,0,1,25,30,35>
You should end up with:
  matrix <1,0,0,0,1,0,0,0,1,0,0,0>
  rotate <clock,0,0>
  translate <25,30,35>

--
Tony Hafner
www.hafhead.com



Message is in Reply To:
  How can I make the wheels rotate?
 
Hi all, just a quick question How can make my wheels rotate around like normal car wheels instead of having the rotating around like if the are in orbit around a planet or some thing? I used this but is not right rotate <clock,0,0>} (23 years ago, 17-May-02, to lugnet.cad.ray)

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