

There are times that it will work fine, depending on local axes, but times that it will work confusingly wrong. The reason for that is because it's not straight rotation, but a combination of rotation and translation. Second, rotation around pivot points gives strange interpolation when used in an animation. Then, I'll offer my own solution.įirst, this is not something for which any addons are required, and installing addons when it can be done simply isn't necessary. It came from the addon Cursor findSpace(cls):įor area in _:
#Vmd rotate on axis code
'''This code allows you to set and get the cursor location. "\n Make sure it's open while executing script.") Raise RuntimeError("Wasn't able to find", region_type," in area ", area_type,

#error message if the area or region wasn't found '''Returns a dictionary which can be used to override certain bpy operators''' Override = get_override('VIEW_3D', 'WINDOW')īpy.( override, value=rotation, axis=rotation_axis )ĭef get_override(area_type, region_type): Rotation_axis = empty1.location - empty0.location Old_cursor_loc = Vector(CursorAccess.getCursor())ĬtCursor( empty0.location )ĬursorAccess.findSpace().pivot_point = 'CURSOR' #use of Vector() here is to avoid copying reference to cursor location #set pivot point to be one of the empties by temporarily placing cursor there #rotation set to 90 degrees (rotation in radians) This scripts uses the vector between the two empties and rotation around the 3D Cursor. Finally, select the object and hit R to rotate. (period) to set pivot point to the 3D cursor. Then MMB to rotate the view until the two empties line up.

When a custom orientation is selected the X X, Y Y and Z Z shortcuts normally used to move on the local axis will use the custom axis instead of the local axis.įirst, select one of the empties and hit SHIFT+ S> Cursor to Selected. The plane can now be deleted and the new transform orientation can be used to move or rotate other objects along an axis running parallel to a line between the two empties. Show the properties sidebar and find the Transform Orientations panel, create a new orientation by clicking the.The rotation of the plane will now match the angle between the two empties. When a circle is shown around the centre of the empty showing that it is snapping to it, accept the rotation. Begin rotating the plane R and move the cursor over the second empty.If you wish to define an orientation that alters more than one axis you can repeat the next step several times from three views to get the alignment right. Ensure the view is aligned to a preset (left, top, front.) that is looking straight at the two empties so that the only angle between the two is the angle you want to define.Enable snapping to vertex in the 3D Header.Add a plane and scale to zero on the x axis ( S X 0 Enter).Select one empty and press Shift S and select Cursor to Selected.To use this when you have two empties in place. To put it simply, if you add an object and rotate it 23.6 degrees on the z axis and then use it to define a custom orientation, you can then use that orientation to move, rotate or scale another object along the same x and y axis which will be at 23.6 degrees from the world x and y axis. This option is available in the properties sidebar N When these options don't fit the task you can define a custom orientation. To rotate using the world's axes you would want to use the second function rotateAroundWorldAxis().We have several transform orientations available within the 3D view that determine which way an object moves along a given axis.
#Vmd rotate on axis how to
So, how to let the 3D cube rotate around the world's axis? I find the page How to rotate a Three.js Vector3 around an axis?, but it just let a Vector3 point rotate around the world axis?Īnd I have tried to use matrixRotationWorld as += x * Math.PI / += y * Math.PI / += z * Math.PI / 180īut it doesn't work, I don't whether I used it in a wrong way or there are other ways. Then the cube can rotate, but the problem is the cube rotate on its own axis,so after it has rotated, it can't rotate as expected. = grid * = grid * geometry, = new THREE.Mesh geometry, += y * Math.PI / += x * Math.PI / += z * Math.PI / 180 Material = new THREE.MeshLambertMaterial įor i in = new THREE.Mesh new THREE.CubeGeometry(grid, grid, grid) Geometry = new THREE.CubeGeometry grid, grid, grid I want to rotate my 3D cube in one of my game. I have a great problem about the rotation in three.js
