Path: chuka.playstation.co.uk!scea!hobbes From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: "center" Date: Mon, 29 Jun 1998 21:31:41 GMT Organization: SCEA News Server Lines: 31 Message-ID: <6n90jv$51f2@scea> References: <35911bf4.80589781@news.scea.sony.com> <6n90bb$51f1@scea> NNTP-Posting-Host: 204.240.38.127 X-Newsreader: News Xpress 2.01 Ok, here's another problem. How to make an object rotate around separate pivot points once it is loaded into memory. For instance, if I load a rod object, and decide to push on one end, the pivot point is no longer in the center of the rod, but farther at the opposite edge. The question is *how* to rotate the object now, since I don't want it to go around the old pivot point (the center), but around the new pivot point. Is there a way to do this without having to alter the center of the object, which means changing every single polygon vertex?? Jamin In article <6n90bb$51f1@scea>, jamin1@psu.edu (Jamin Frederick) wrote: >I figured it out, "center" is the center of mass of the object, and rotation >is not done about this point, but always about the origin (0,0,0). To make an >object rotate around its center, and if its "center" is offset, you have to >translate the whole object so that its center sits on (0,0,0). Then rotation >will be correct (around the center) of the object. > > >Jamin > >In article <35911bf4.80589781@news.scea.sony.com>, jamin1@psu.edu wrote: >> Could someone tell me the significance of the "center" coords >>of .rsd files? Is this center coord with respect to the object's own >>coord system, and if so, why is it needed? Is rotation and scaling >>done about this "center" or the origin of the object's coord system? >> >>Thanks, >> >>Jamin