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forum topic indicator Unit of Measurement in CC - Rotation Behaviour
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digitaldan
Registered User
Quote
2024-08-01 10:49:14

Hi folks, I'm working on a mechanical system project that requires relative 'in-world' timing to be consistent. For that reason I need to understand what units of measurement CC is using for Time and the Rotation Behaviour.

Can anyone tell me the following:

We set Rotation as an increment: what is the increment set in? Degrees? Radians? Something else?

The set increment is applied to the object at intervals: what is the interval? Seconds? Milliseconds? Frames?

Many thanks for your help!

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Guest
Guest
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2024-08-01 18:52:28

It uses degrees and milliseconds.

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okeoke
Registered User
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2024-08-01 21:56:14

Rotation is set in Euler degrees.

If you're using the built-in "Rotate" behavior, value of 0.01 gives you 1 degree/second. It's also fps independent.

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Guest
Guest
Quote
2024-08-02 01:36:34

Euler degrees? emoji icon_look

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Guest 2
Guest
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2024-08-02 07:06:24

he wanted to show off so much. it's euler angle, which is not relevant to the question at all. it can be expressed in degrees or radians. someone needs to go back to high school

Guest wrote:
Euler degrees? emoji icon_look

emoji icon_devilemoji icon_devilemoji icon_devil

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okeoke
Registered User
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2024-08-02 14:05:38

You apparently got the idea. Don't be that guy.

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Guest
Guest
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2024-08-02 18:56:16

Don't fumble the ball next time, champ. emoji icon_blink

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Guest
Guest
Quote
2024-08-03 02:57:14

@Guest 2

Euler died before modern computers existed...
emoji icon_devil

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Guest 2
Guest
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2024-08-03 03:00:35

Guest, maybe you know the following: if I use rotation behavior, the rotation value of the object keeps growing. How can I limit it so that it stays between 0 and 360 degrees?

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Guest
Guest
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2024-08-03 03:14:04

The solution first starts with understanding the problem. What are you trying to do?

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Guest 2
Guest
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2024-08-03 03:27:34

I have a model that rotates around the y axis all the time using rotate behavior. the longer I work in the editor, the higher the y value gets. so first it's 100, then 400, then 1000, and so on. how can I make it always stay between 0 and 360?

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Guest
Guest
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2024-08-03 03:39:04

You can't because that rotation behavior you speak of is silly. I hate to be harsh, but why would anyone have something rotate in the editor before the start of the game? I am sure Niko has a reason, which may or may not be legit, but I cannot fathom why that would be. The reason I asked you about the problem is because I am still not sure what you are trying to do. You need to explain the particulars of your situation because I can fathom why you would need a rotation that doesn't account for the game starting, but can you? Tell me what you are trying to do. Use your words. Pretend I am absolutely silly. I won't take offense. emoji icon_grin

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Guest 2
Guest
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2024-08-03 03:58:29

I added rotation to planet1 and now the y rotation keeps growing. I can't do anything to reset it to 0 except set it to 0 manually. I want it to be between 0 and 360 in the editor, or at least have the planet rotate only in the game and not in the editor.
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Guest
Guest
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2024-08-03 05:33:40

Dude, the problem is you are relying on the editor. The only thing you can do is learn to code, but the problem with CC is you learn to code in JS when most modern game engines are beyond that. You have one option: learn to code. If you want my help, then I will make a custom behavior for you--but I cannot say this is normal or helpful to you. You shouldn't have to do this as a regular user. Just tell me if you want to proceed with this or let's make Mario in another engine and have fun. Frankly, I am sick of this engine.

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Guest 2
Guest
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2024-08-03 07:01:00

Yeah, let's do it! What engine? I know python a little, want to use pygame? how can I dm you?


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