Timeline for Calculating a child object's Position, Rotation and Scale values?
Current License: CC BY-SA 3.0
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| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Oct 24, 2012 at 9:44 | comment | added | Thomas | The child should not cancel the parents rotation, the parent rotation is transforming the child also. This is why you get values you don't expect. If the parent rotates, the child rotates also but with slightly different values since it's position is not exactly the same. Take a piece of paper (rectangular) and draw a square on one corner. Now rotate the paper by 45 degrees, you'll notice the square is not rotated by the same 45 degrees | |
| Oct 23, 2012 at 13:52 | comment | added | Sergio Plascencia | Hello Everyone. Yeah my object have their own World matrix where I have the combination of Scale, Rotate, Translate. But why does the child Rotation values contain(in Unity) X: -44.13605 Y: -14.00195 Z: 9.851074 when the parent rotation values are (45,10,0). My logic tells me that the child should produce something like (-45,-10,0) to cancel the parent's rotation and keep the object on the same position. | |
| Oct 23, 2012 at 7:48 | comment | added | Liosan | Definitely matrices are the way to go. The basic transforms are Translation, Rotation and Scale - more or less like the parameters you ask about except that you ask about absolute whereas the matrices contain relative transformations. You can 'combine' matrix transforms by multiplying them, just remember to keep the order OK. | |
| Oct 23, 2012 at 7:11 | history | answered | Thomas | CC BY-SA 3.0 |