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Robert Kirkpatrick wrote:
> So I want to rotate an object on an axis that I declare, without having
> to adjust for length. For instance I have an object that's called LeftArm.
> It is the union of two cylinders, and I would like to rotate it around the
> vector previously #declared as LeftShoulder.
Not quite certain what you mean.
But as a general procedure create every part of an object at
0,0,0 then rotate and translate into position and then rotate and
translate the finished object into position. But do the movements
at 0,0,0 prior to any rotations or translations. Do then from the
"inside out" such as shoulder, upper arm, lower, arm, hand,
fingers. That gives you the new endpoint always calculatable from
the previous so you know where to translate it to.
--
<blink>---please--don't---</blink>
http://www.giwersworld.org/artiii/
Oh my God! They've rendered Kenny!
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