From 37aeadd7c8ab409f25956e9cf231f358df7ffe59 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Spencer=20=E2=98=BA?= Date: Wed, 26 Oct 2016 04:05:39 -0400 Subject: [PATCH 1/6] added note about local rotations --- pages/en/1_getting-started/6_scenes.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/pages/en/1_getting-started/6_scenes.md b/pages/en/1_getting-started/6_scenes.md index 664b26a..12b4409 100644 --- a/pages/en/1_getting-started/6_scenes.md +++ b/pages/en/1_getting-started/6_scenes.md @@ -18,6 +18,10 @@ We're going to rebuild our movie set from before but using a scene instead of wr Add another component, this time of type `Behavior` and select `CharacterBehavior` as the class to use. +
+

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their 'position', 'rotation', and 'scale' by using the **MOVE**, **ROTATE**, and **SCALE** tools offered at the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis', instead of it's *global* axis'. ***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis' in the scene view may work, using the function `this.actor.rotateLocal` will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the root of the scene then `rotateLocal` is equivalent to `rotate`. +

+

Click anywhere in the scene tree to unselect the actor you just created. Create another actor named `Camera Man` and place it in (0, 0, 5). From d15de0f540869679e6ab2d62ffa22f463339adac Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Spencer=20=E2=98=BA?= Date: Wed, 26 Oct 2016 04:08:03 -0400 Subject: [PATCH 2/6] Fixed some formatting this info may be sloppily written, feel free to touch it up a bit and make it less cumbersome :) --- pages/en/1_getting-started/6_scenes.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/pages/en/1_getting-started/6_scenes.md b/pages/en/1_getting-started/6_scenes.md index 12b4409..67e1a06 100644 --- a/pages/en/1_getting-started/6_scenes.md +++ b/pages/en/1_getting-started/6_scenes.md @@ -19,7 +19,8 @@ We're going to rebuild our movie set from before but using a scene instead of wr

-

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their 'position', 'rotation', and 'scale' by using the **MOVE**, **ROTATE**, and **SCALE** tools offered at the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis', instead of it's *global* axis'. ***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis' in the scene view may work, using the function `this.actor.rotateLocal` will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the root of the scene then `rotateLocal` is equivalent to `rotate`. +

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis. + ***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`.

From 33edeb82da73577e9ab30401d11e1debde3fb0e9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Spencer=20=E2=98=BA?= Date: Wed, 26 Oct 2016 04:09:32 -0400 Subject: [PATCH 3/6] used in the 'WORKING WITH SCENES' section shows the toolbar containing the move, rotate, and scale tools --- public/images/MoveRotateScale_Toolbar.png | Bin 0 -> 8575 bytes 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 public/images/MoveRotateScale_Toolbar.png diff --git a/public/images/MoveRotateScale_Toolbar.png b/public/images/MoveRotateScale_Toolbar.png new file mode 100644 index 0000000000000000000000000000000000000000..84bad52811e4ba8b26e5821977eeb30e9c30711b GIT binary patch literal 8575 zcmZ8{1yohhm-iDvY3W9gmKLNtq*J=PySqd{1f)S4q(KQqS`aA-0eJ!PFKI<> zbaeEYCG|!463_dQzPFZ}t+$_rrwu~O-pAY9#?$J_7zP4Ci%^u6()RzcoflxN)&J)s zvonUWLK4T@r{V0;=5)lFRnD9h;V3At*c*G%j7-rUX;h25gw!nRHhfbmLg8meLE+OS zB1Y>)LyJPa`7%8Gu|^VtK>G7;V!#Kk&N}pGx<{cBp$EwWvq5%hwj;S-Yx6i1Zviva9fu zl>AhGZ3+bi#Y>g7WP16~^UdqxNmMa%6Eo8*a+s(!`-b)2x*8z(kZ`@5}_Nr3O zwYNdaaM(TxkvBvgx<8$?TeReHXQ`6A*M4_RfJgdqX?3-I#D$2@{T~Pw29vciyOiF*Jk;v5C z+;~Gpx2FTvg98INk93QQiY6x~X|mJ3cjv|I?A9N}kq{FR_4N0fwR$`BJ}0gqAya1E z{PEt&nkQgqwnbQ2mxG0oi%Ou*EBM^=wrjBCL~N99#+|0-5-_syS1}3IX)g(U|6}! 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-

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis. +

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis. +![](images/MoveRotateScale_Toolbar.png) ***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`.

From 3cd7918957e6deb9290732c99c71d6b5fa5115e7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Spencer=20=E2=98=BA?= Date: Wed, 26 Oct 2016 04:13:45 -0400 Subject: [PATCH 5/6] Added section explaining rotations and the local axis --- pages/en/1_getting-started/6_scenes.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/pages/en/1_getting-started/6_scenes.md b/pages/en/1_getting-started/6_scenes.md index b1755cc..0d96653 100644 --- a/pages/en/1_getting-started/6_scenes.md +++ b/pages/en/1_getting-started/6_scenes.md @@ -20,8 +20,10 @@ We're going to rebuild our movie set from before but using a scene instead of wr

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis. +

![](images/MoveRotateScale_Toolbar.png) - ***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`. +
+

***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`.

From c11954684112f99537776c3285167fb53e913400 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Spencer=20=E2=98=BA?= Date: Wed, 26 Oct 2016 04:20:29 -0400 Subject: [PATCH 6/6] added note about rotations and the local axis --- pages/en/1_getting-started/6_scenes.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/pages/en/1_getting-started/6_scenes.md b/pages/en/1_getting-started/6_scenes.md index 0d96653..d306014 100644 --- a/pages/en/1_getting-started/6_scenes.md +++ b/pages/en/1_getting-started/6_scenes.md @@ -21,7 +21,7 @@ We're going to rebuild our movie set from before but using a scene instead of wr

**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis.

-![](images/MoveRotateScale_Toolbar.png) +![](/images/MoveRotateScale_Toolbar.png)

***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`.