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Rotation Math Menu

This document lists rotation math components that can be added between properties in the editor. It includes components to rotate one rotation by another, take the inverse of a rotation, and turn a rotation around the X, Y, or Z axis globally or locally by a given number of degrees.

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Redi Varvasino
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0% found this document useful (0 votes)
45 views1 page

Rotation Math Menu

This document lists rotation math components that can be added between properties in the editor. It includes components to rotate one rotation by another, take the inverse of a rotation, and turn a rotation around the X, Y, or Z axis globally or locally by a given number of degrees.

Uploaded by

Redi Varvasino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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-- List of property animation components that can be added in between properties

-- Rotation (Quaternion) Math

<SEP>
Rotate this one by another rotation (OutResult = InRotation1 * ?) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("BinaryQUATMathCom
ponent", "InRotation1", "OutResult",
{ Operation=propertyanimation.propmath.RotationOperationRotateFirstBySecond } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
Rotate another rotation by this one (OutResult = ? * InRotation1) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("BinaryQUATMathCom
ponent", "InRotation1", "OutResult",
{ Operation=propertyanimation.propmath.RotationOperationRotateSecondByFirst } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Inverse rotation (InRotation.getInverse()) <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationGetInverse } ) <->
EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Turn on global X-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisX,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on global y-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisY,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on global z-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisZ,
IsTurningGlobal=true } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
<SEP>
Turn on local X-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisX,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on local y-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisY,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT
Turn on local z-axis by ? degrees <->
editor.ExternalUI.addCustomComponentConnectionBetweenInputOutput("UnaryQUATMathComp
onent", "InRotation", "OutResult",
{ Operation=propertyanimation.propmath.UnaryQUATMathOperationTurnDegreesAxisZ,
IsTurningGlobal=false } ) <-> EditorOnly,PropIn=QUAT,PropOut=QUAT

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