Eversome
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| Joined: 07 Oct 2012 |
| Total Posts: 32 |
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| 25 Jul 2013 10:42 AM |
| Hey. Anyone know of a way to rotate relative to world coordinates rather than object coordinates? |
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Eversome
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| Joined: 07 Oct 2012 |
| Total Posts: 32 |
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| 25 Jul 2013 11:16 AM |
| What I mean is, for example, rotating a part to the left or right, forward or backward, despite its current rotation. |
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cntkillme
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| Joined: 07 Apr 2008 |
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Eversome
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| Joined: 07 Oct 2012 |
| Total Posts: 32 |
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| 25 Jul 2013 02:45 PM |
| No, that rotates relative to the part's axis. I want to rotate on the actual x/y/z axis, not the ones on the part. |
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Eversome
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| Joined: 07 Oct 2012 |
| Total Posts: 32 |
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| 26 Jul 2013 03:33 AM |
| Is what I am asking unclear, or does no one know how to do it? |
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| 26 Jul 2013 03:35 AM |
I understand, but I am not sure if there is an answer.
It always bugs me when you flip a brick upside down and all the axes get's reversed or something. |
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noliCAIKS
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| Joined: 08 Mar 2010 |
| Total Posts: 917 |
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| 26 Jul 2013 05:44 AM |
You could apply the cframe on the rotation instead of the rotation on the cframe? CFrame.Angles(x, y, z) * some_cframe That should work. |
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stroudie
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| Joined: 28 Nov 2008 |
| Total Posts: 2556 |
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| 26 Jul 2013 07:31 AM |
Try using
CFrame:toWorldSpace(CFrame cf)
http://wiki.roblox.com/index.php/Cframe |
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Eversome
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| Joined: 07 Oct 2012 |
| Total Posts: 32 |
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| 26 Jul 2013 12:40 PM |
| Thanks, noliCAIKS, it worked fine. |
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