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I should know the answe to this, but....

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solved I should know the answe to this, but....

Post by thehoviskid Wed Jul 18, 2012 1:03 pm

If I want use an ANIMATED file to place varaios .b3d files, how do i simply rotate one of those items 180 degrees. The documentation seems a little vague on it. In a .b3d i'd use Rotate 0,0,1,180, but that doesn't apply here....

I've found lines like
Code:
RotateXFunction = value + delta * speedometer / 0.30
but
Code:
RotateZFunction = 180
doesn't work. Do i have to specify a formula not a value?

I feel i should know the answer, but....
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Post by graymac Wed Jul 18, 2012 4:07 pm

Can you not rotate the required item by inserting the usual "RotateAll" in the .b3d file itself? If the item is already used unrotated elsewhere, make a copy, index it and use that copy in the animated container.

Rotate X, Y, Z, Angle
RotateAll X, Y, Z, Angle
X: The x-direction of the rotational axis. Negative values point to the left, positive ones to the right. The default value is 0.
Y: The y-direction of the rotational axis. Negative values point to the left, positive ones to the right. The default value is 0.
Z: The z-direction of the rotational axis. Negative values point to the left, positive ones to the right. The default value is 0.
Angle: The angle to rotate in degrees. Negative values rotate counter-clockwise, positive ones clock-wise. The default value is 0.
The Rotate command rotates all vertices that have been created so far in the current [MeshBuilder] section via the Vertex, Cube or Cylinder commands. Subsequent vertices are not affected. The axis of rotation is specified via the X, Y and Z values. Rotation will occur in the plane perpendicular to that direction. A zero vector for this axis is treated as (1,0,0). All other directions are normalized. You can use as many Rotate commands as desired in a [MeshBuilder] section. The RotateAll command not only affects the vertices generated in the current [MeshBuilder] section, but also those created in previous [MeshBuilder] sections. This is useful to insert at the end of the file in order to rotate the whole object.
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Post by joeyfjj Wed Jul 18, 2012 6:35 pm

Anyway, .animated files uses radians, not degrees.

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solved Re: I should know the answe to this, but....

Post by Dexter Wed Jul 18, 2012 9:20 pm

Provided we know the command uses radians and we also know angle in radians = angle in degrees * Pi / 180 , a simple Rotate[DesiredAxis]Function = 3.141592654 will do for you.
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Post by johnsinden Wed Jul 18, 2012 10:16 pm

So that's what you get up to on your honeymoon..........................!
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Post by Quork Wed Jul 18, 2012 10:25 pm

Huh, you know women need breaks for breathing^^


...sorry, railway personnel humour is blatant sometimes Laughing
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solved Re: I should know the answe to this, but....

Post by thehoviskid Wed Jul 18, 2012 10:51 pm

Well, what i'm trying to do is use an animated file to place 3 objects in object viewer, so i can see how they look together in extensions.cfg without having to fire up a route.

Here's what i'd put (using the suggestions above):
Code:
[Include]
F.Animated
Position = 0,0,0

[Include]
C.Animated
Position = 0,0,18.6

[Include]
R.Animated
Position = 0,0,37.2
RotateZFunction = 3.141592654
and that produces this error:
Code:
The attribute RotateZFunction is not supported at line 12 in file BlahBlahBlah.ANIMATED

I want to reverse the 3rd object (where in extensions.cfg, i'd use
Code:
Reversed = True
The first and last objects are similar and use common elements, and so are built facing the same way.

So, maybe it's just that Object Viewer doesn't support that?
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Post by Quork Wed Jul 18, 2012 10:56 pm

Does R.ANIMATED contain animation? If so, RotateX/Y/ZFunction won't work.
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Post by thehoviskid Wed Jul 18, 2012 11:01 pm

No, although there's nested animated files here, at leach level they're used to contain a number of static b3d files.
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Post by mrknowitall Wed Jul 18, 2012 11:42 pm

thehoviskid wrote:Well, what i'm trying to do is use an animated file to place 3 objects in object viewer, so i can see how they look together in extensions.cfg without having to fire up a route.

Here's what i'd put (using the suggestions above):
Code:
[Include]
F.Animated
Position = 0,0,0

[Include]
C.Animated
Position = 0,0,18.6

[Include]
R.Animated
Position = 0,0,37.2
RotateZFunction = 3.141592654
and that produces this error:
Code:
The attribute RotateZFunction is not supported at line 12 in file BlahBlahBlah.ANIMATED

I want to reverse the 3rd object (where in extensions.cfg, i'd use
Code:
Reversed = True
The first and last objects are similar and use common elements, and so are built facing the same way.

So, maybe it's just that Object Viewer doesn't support that?

I notice you ask the simulator to do a command, but this will o ly work if you tell it when to do a command, IE RotateZfunction ( what you want it to do) =(if) min [leftdoors] (the command)

Normally if you are just checking in one animated file, copy and paste your .b3d file and them add the command inside the new .b3d file, then add

[object]
states =
posistion =

Hope that helped mate.
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solved Re: I should know the answe to this, but....

Post by thehoviskid Wed Jul 18, 2012 11:46 pm

Ah, gotcha. To apply the rotation, i need to treat it as if i was animating it, but that won't work because you can't animate an animated object, so what i was trying to do can't work.

But now i know why...

Many thanks folks!
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solved Re: I should know the answe to this, but....

Post by Dexter Sat Jul 21, 2012 8:20 am

johnsinden wrote:So that's what you get up to on your honeymoon..........................!

Not quite, I was just having 30 minutes of spare time. Very Happy
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