Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Pivots Date: Thu, 20 Nov 1997 15:18:30 GMT Organization: Into Beyond Lines: 31 Message-ID: <346d465d.935906@news.playstation.co.uk> References: <64a7lp$4vi15@chuka.playstation.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Tue, 11 Nov 1997 19:24:23 +0100, "Provenzano Stefano" did quoth at me: >Hi all, >I have a question about the rotations in 3D. >Can the psx handle the pivots for the 3D model's rotations? >If psx can't handle pivots where is the rotation center for a 3Dmodel? > >I'm trying to animate a 3D robot with a hierarchycal system, using >GsLinkObject4, >but I'm not able to rotate the arms near the body. >Help. 2 ways: * Translate the object to the pivot point, rotate, translate back * Write a routine to deal with rotations around a point directly - there is a matrix operation you can use to do this. Ordinarily you rotate about he objects local co-ordinate system center (0,0). Regards, Alex Amsel + Tuna Technologies + Telephone & Fax +44 (0)114 221 0686 + + For all your Win95/NT/Console Game and Tool Development + + And we say, "A good programmer always blames Microsoft" + + I proclaimed "Bring back the Doog!", and so it was done +